void MapgenV6::placeTreesAndJungleGrass() { //TimeTaker t("placeTrees"); PseudoRandom grassrandom(blockseed + 53); content_t c_sand = ndef->getId("mapgen_sand"); content_t c_junglegrass = ndef->getId("mapgen_junglegrass"); // if we don't have junglegrass, don't place cignore... that's bad if (c_junglegrass == CONTENT_IGNORE) c_junglegrass = CONTENT_AIR; MapNode n_junglegrass(c_junglegrass); v3s16 em = vm->m_area.getExtent(); // Divide area into parts s16 div = 8; s16 sidelen = central_area_size.X / div; double area = sidelen * sidelen; // N.B. We must add jungle grass first, since tree leaves will // obstruct the ground, giving us a false ground level for (s16 z0 = 0; z0 < div; z0++) for (s16 x0 = 0; x0 < div; x0++) { // Center position of part of division v2s16 p2d_center( node_min.X + sidelen / 2 + sidelen * x0, node_min.Z + sidelen / 2 + sidelen * z0 ); // Minimum edge of part of division v2s16 p2d_min( node_min.X + sidelen * x0, node_min.Z + sidelen * z0 ); // Maximum edge of part of division v2s16 p2d_max( node_min.X + sidelen + sidelen * x0 - 1, node_min.Z + sidelen + sidelen * z0 - 1 ); // Amount of trees, jungle area u32 tree_count = area * getTreeAmount(p2d_center); float humidity = 0; bool is_jungle = false; if (flags & MGV6_JUNGLES) { humidity = getHumidity(p2d_center); if (humidity > 0.75) { is_jungle = true; tree_count *= 4; } } if (node_max.Y < water_level) tree_count /= 2; // Add jungle grass if (is_jungle) { u32 grass_count = 5 * humidity * tree_count; for (u32 i = 0; i < grass_count; i++) { s16 x = grassrandom.range(p2d_min.X, p2d_max.X); s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y); s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////optimize this! if (y < water_level || y < node_min.Y || y > node_max.Y) continue; u32 vi = vm->m_area.index(x, y, z); // place on dirt_with_grass, since we know it is exposed to sunlight if (vm->m_data[vi].getContent() == c_dirt_with_grass) { vm->m_area.add_y(em, vi, 1); vm->m_data[vi] = n_junglegrass; } } } // Put trees in random places on part of division for (u32 i = 0; i < tree_count; i++) { s16 x = myrand_range(p2d_min.X, p2d_max.X); s16 z = myrand_range(p2d_min.Y, p2d_max.Y); s16 y = findGroundLevelFull(v2s16(x, z)); ////////////////////optimize this! // Don't make a tree under water level // Don't make a tree so high that it doesn't fit if(y > node_max.Y - 6) continue; v3s16 p(x,y,z); // Trees grow only on mud and grass { u32 i = vm->m_area.index(p); MapNode *n = &vm->m_data[i]; if (n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && (y >= water_level || n->getContent() != c_sand)) continue; } p.Y++; // Make a tree if (y < water_level) { if (y < water_level - 20) // do not spawn trees in lakes treegen::make_cavetree(*vm, p, is_jungle, ndef, myrand()); } else if (is_jungle) { treegen::make_jungletree(*vm, p, ndef, myrand()); } else { bool is_apple_tree = (myrand_range(0, 3) == 0) && getHaveAppleTree(v2s16(x, z)); treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand()); } } } //printf("placeTreesAndJungleGrass: %dms\n", t.stop()); }
void FallingSAO::step(float dtime, bool send_recommended) { // Object pending removal, skip if (m_removed || !m_env) { return; } // If no texture, remove it if (m_prop.textures.empty()) { m_removed = true; return; } LuaEntitySAO::step(dtime, send_recommended); INodeDefManager* ndef = m_env->getGameDef()->getNodeDefManager(); m_acceleration = v3f(0,-10*BS,0); // Under node, center v3f p_under(m_base_position.X, m_base_position.Y - 7, m_base_position.Z); v3s16 p = floatToInt(m_base_position, BS); /* bool cur_exists = false, under_exists = false; */ MapNode n = m_env->getMap().getNode(p), n_under = m_env->getMap().getNode(floatToInt(p_under, BS)); const ContentFeatures &f = ndef->get(n), &f_under = ndef->get(n_under); bool cur_exists = n, under_exists = n_under; // Mapblock current or under is not loaded, stop there if (!n || !cur_exists || !under_exists) { return; } if ((f_under.walkable || (itemgroup_get(f_under.groups, "float") && f_under.liquid_type == LIQUID_NONE))) { if (f_under.leveled && f_under.name.compare(f.name) == 0) { u8 addLevel = n.getLevel(ndef); if (addLevel == 0) { addLevel = n_under.getLevel(ndef); } if (n_under.addLevel(ndef, addLevel)) { m_removed = true; return; } } else if (f_under.buildable_to && (itemgroup_get(f.groups,"float") == 0 || f_under.liquid_type == LIQUID_NONE)) { m_env->removeNode(floatToInt(p_under, BS), fast); return; } if (n.getContent() != CONTENT_AIR && (f.liquid_type == LIQUID_NONE)) { m_env->removeNode(p); if (!f.buildable_to) { ItemStack stack; std::string n_name = ndef->get(m_node).name; stack.deSerialize(n_name); m_env->spawnItemActiveObject(n_name, m_base_position, stack); } } m_env->setNode(p, m_node, fast); m_removed = true; m_env->nodeUpdate(p, 2, fast); return; } }
/* Calculate smooth lighting at the XYZ- corner of p. Single light bank. */ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) { static v3s16 dirs8[8] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,1,0), v3s16(0,1,1), v3s16(1,0,0), v3s16(1,1,0), v3s16(1,0,1), v3s16(1,1,1), }; INodeDefManager *ndef = data->m_gamedef->ndef(); u16 ambient_occlusion = 0; u16 light = 0; u16 light_count = 0; u8 light_source_max = 0; for(u32 i=0; i<8; i++) { MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); const ContentFeatures &f = ndef->get(n); if(f.light_source > light_source_max) light_source_max = f.light_source; // Check f.solidness because fast-style leaves look // better this way if(f.param_type == CPT_LIGHT && f.solidness != 2) { light += decode_light(n.getLight(bank, ndef)); light_count++; } else if(n.getContent() != CONTENT_IGNORE) { ambient_occlusion++; } } if(light_count == 0) return 255; light /= light_count; // Boost brightness around light sources if(decode_light(light_source_max) >= light) //return decode_light(undiminish_light(light_source_max)); return decode_light(light_source_max); if(ambient_occlusion > 4) { //ambient_occlusion -= 4; //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0); float light_amount = (8 - ambient_occlusion) / 4.0; float light_f = (float)light / 255.0; light_f = pow(light_f, 2.2f); // gamma -> linear space light_f = light_f * light_amount; light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space if(light_f > 1.0) light_f = 1.0; light = 255.0 * light_f + 0.5; } return light; }
void ServerEnvironment::step(float dtime) { DSTACK(__FUNCTION_NAME); //TimeTaker timer("ServerEnv step"); // Get some settings bool footprints = g_settings.getBool("footprints"); /* Increment game time */ { m_game_time_fraction_counter += dtime; u32 inc_i = (u32)m_game_time_fraction_counter; m_game_time += inc_i; m_game_time_fraction_counter -= (float)inc_i; } /* Handle players */ for(core::list<Player*>::Iterator i = m_players.begin(); i != m_players.end(); i++) { Player *player = *i; // Ignore disconnected players if(player->peer_id == 0) continue; v3f playerpos = player->getPosition(); // Move player->move(dtime, *m_map, 100*BS); /* 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); } } catch(InvalidPositionException &e) { } } } /* Manage active block list */ if(m_active_blocks_management_interval.step(dtime, 2.0)) { /* Get player block positions */ core::list<v3s16> players_blockpos; for(core::list<Player*>::Iterator i = m_players.begin(); i != m_players.end(); i++) { Player *player = *i; // Ignore disconnected players if(player->peer_id == 0) continue; v3s16 blockpos = getNodeBlockPos( floatToInt(player->getPosition(), BS)); players_blockpos.push_back(blockpos); } /* Update list of active blocks, collecting changes */ const s16 active_block_range = 5; core::map<v3s16, bool> blocks_removed; core::map<v3s16, bool> blocks_added; m_active_blocks.update(players_blockpos, active_block_range, blocks_removed, blocks_added); /* Handle removed blocks */ // Convert active objects that are no more in active blocks to static deactivateFarObjects(false); for(core::map<v3s16, bool>::Iterator i = blocks_removed.getIterator(); i.atEnd()==false; i++) { v3s16 p = i.getNode()->getKey(); /*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") became inactive"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Set current time as timestamp (and let it set ChangedFlag) block->setTimestamp(m_game_time); } /* Handle added blocks */ for(core::map<v3s16, bool>::Iterator i = blocks_added.getIterator(); i.atEnd()==false; i++) { v3s16 p = i.getNode()->getKey(); /*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") became active"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; activateBlock(block); } } /* Mess around in active blocks */ if(m_active_blocks_nodemetadata_interval.step(dtime, 1.0)) { float dtime = 1.0; for(core::map<v3s16, bool>::Iterator i = m_active_blocks.m_list.getIterator(); i.atEnd()==false; i++) { v3s16 p = i.getNode()->getKey(); /*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") being handled"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Reset block usage timer block->resetUsageTimer(); // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); // Run node metadata bool changed = block->m_node_metadata.step(dtime); if(changed) { MapEditEvent event; event.type = MEET_BLOCK_NODE_METADATA_CHANGED; event.p = p; m_map->dispatchEvent(&event); block->setChangedFlag(); } } } if(m_active_blocks_test_interval.step(dtime, 10.0)) { //float dtime = 10.0; for(core::map<v3s16, bool>::Iterator i = m_active_blocks.m_list.getIterator(); i.atEnd()==false; i++) { v3s16 p = i.getNode()->getKey(); /*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z <<") being handled"<<std::endl;*/ MapBlock *block = m_map->getBlockNoCreateNoEx(p); if(block==NULL) continue; // Set current time as timestamp block->setTimestampNoChangedFlag(m_game_time); /* Do stuff! Note that map modifications should be done using the event- making map methods so that the server gets information about them. Reading can be done quickly directly from the block. Everything should bind to inside this single content searching loop to keep things fast. */ // TODO: Implement usage of ActiveBlockModifier // Find out how many objects the block contains u32 active_object_count = block->m_static_objects.m_active.size(); // Find out how many objects this and all the neighbors contain u32 active_object_count_wider = 0; for(s16 x=-1; x<=1; x++) for(s16 y=-1; y<=1; y++) for(s16 z=-1; z<=1; z++) { MapBlock *block = m_map->getBlockNoCreateNoEx(p+v3s16(x,y,z)); if(block==NULL) continue; active_object_count_wider += block->m_static_objects.m_active.size(); } v3s16 p0; for(p0.X=0; p0.X<MAP_BLOCKSIZE; p0.X++) for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++) for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++) { v3s16 p = p0 + block->getPosRelative(); MapNode n = block->getNodeNoEx(p0); /* Test something: Convert mud under proper lighting to grass */ if(n.getContent() == CONTENT_MUD) { if(myrand()%20 == 0) { MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0)); if(content_features(n_top).air_equivalent && n_top.getLightBlend(getDayNightRatio()) >= 13) { n.setContent(CONTENT_GRASS); m_map->addNodeWithEvent(p, n); } } } /* Convert grass into mud if under something else than air */ if(n.getContent() == CONTENT_GRASS) { //if(myrand()%20 == 0) { MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0)); if(content_features(n_top).air_equivalent == false) { n.setContent(CONTENT_MUD); m_map->addNodeWithEvent(p, n); } } } /* Rats spawn around regular trees */ if(n.getContent() == CONTENT_TREE || n.getContent() == CONTENT_JUNGLETREE) { if(myrand()%200 == 0 && active_object_count_wider == 0) { v3s16 p1 = p + v3s16(myrand_range(-2, 2), 0, myrand_range(-2, 2)); MapNode n1 = m_map->getNodeNoEx(p1); MapNode n1b = m_map->getNodeNoEx(p1+v3s16(0,-1,0)); if(n1b.getContent() == CONTENT_GRASS && n1.getContent() == CONTENT_AIR) { v3f pos = intToFloat(p1, BS); ServerActiveObject *obj = new RatSAO(this, 0, pos); addActiveObject(obj); } } } } } } /* Step active objects */ { //TimeTaker timer("Step active objects"); // This helps the objects to send data at the same time bool send_recommended = false; m_send_recommended_timer += dtime; if(m_send_recommended_timer > 0.15) { m_send_recommended_timer = 0; send_recommended = true; } for(core::map<u16, ServerActiveObject*>::Iterator i = m_active_objects.getIterator(); i.atEnd()==false; i++) { ServerActiveObject* obj = i.getNode()->getValue(); // Don't step if is to be removed or stored statically if(obj->m_removed || obj->m_pending_deactivation) continue; // Step object obj->step(dtime, send_recommended); // Read messages from object while(obj->m_messages_out.size() > 0) { m_active_object_messages.push_back( obj->m_messages_out.pop_front()); } } } /* Manage active objects */ if(m_object_management_interval.step(dtime, 0.5)) { /* Remove objects that satisfy (m_removed && m_known_by_count==0) */ removeRemovedObjects(); } if(g_settings.getBool("enable_experimental")) { /* TEST CODE */ #if 1 m_random_spawn_timer -= dtime; if(m_random_spawn_timer < 0) { //m_random_spawn_timer += myrand_range(2.0, 20.0); //m_random_spawn_timer += 2.0; m_random_spawn_timer += 200.0; /* Find some position */ /*v2s16 p2d(myrand_range(-5,5), myrand_range(-5,5)); s16 y = 1 + getServerMap().findGroundLevel(p2d); v3f pos(p2d.X*BS,y*BS,p2d.Y*BS);*/ Player *player = getRandomConnectedPlayer(); v3f pos(0,0,0); if(player) pos = player->getPosition(); pos += v3f( myrand_range(-3,3)*BS, 0, myrand_range(-3,3)*BS ); /* Create a ServerActiveObject */ //TestSAO *obj = new TestSAO(this, 0, pos); //ServerActiveObject *obj = new ItemSAO(this, 0, pos, "CraftItem Stick 1"); //ServerActiveObject *obj = new RatSAO(this, 0, pos); //ServerActiveObject *obj = new Oerkki1SAO(this, 0, pos); ServerActiveObject *obj = new FireflySAO(this, 0, pos); addActiveObject(obj); } #endif } // enable_experimental }
/* Get a quick string to describe what a block actually contains */ std::string analyze_block(MapBlock *block) { if(block == NULL) return "NULL"; std::ostringstream desc; v3s16 p = block->getPos(); char spos[20]; snprintf(spos, 20, "(%2d,%2d,%2d), ", p.X, p.Y, p.Z); desc<<spos; switch(block->getModified()) { case MOD_STATE_CLEAN: desc<<"CLEAN, "; break; case MOD_STATE_WRITE_AT_UNLOAD: desc<<"WRITE_AT_UNLOAD, "; break; case MOD_STATE_WRITE_NEEDED: desc<<"WRITE_NEEDED, "; break; default: desc<<"unknown getModified()="+itos(block->getModified())+", "; } if(block->isGenerated()) desc<<"is_gen [X], "; else desc<<"is_gen [ ], "; if(block->getIsUnderground()) desc<<"is_ug [X], "; else desc<<"is_ug [ ], "; #ifndef SERVER if(block->getMeshExpired()) desc<<"mesh_exp [X], "; else desc<<"mesh_exp [ ], "; #endif if(block->getLightingExpired()) desc<<"lighting_exp [X], "; else desc<<"lighting_exp [ ], "; if(block->isDummy()) { desc<<"Dummy, "; } else { bool full_ignore = true; bool some_ignore = false; bool full_air = true; bool some_air = false; for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++) for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++) for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++) { v3s16 p(x0,y0,z0); MapNode n = block->getNode(p); content_t c = n.getContent(); if(c == CONTENT_IGNORE) some_ignore = true; else full_ignore = false; if(c == CONTENT_AIR) some_air = true; else full_air = false; } desc<<"content {"; std::ostringstream ss; if(full_ignore) ss<<"IGNORE (full), "; else if(some_ignore) ss<<"IGNORE, "; if(full_air) ss<<"AIR (full), "; else if(some_air) ss<<"AIR, "; if(ss.str().size()>=2) desc<<ss.str().substr(0, ss.str().size()-2); desc<<"}, "; } return desc.str().substr(0, desc.str().size()-2); }
void ClientMap::updateDrawList(video::IVideoDriver* driver, float dtime, unsigned int max_cycle_ms) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); //g_profiler->add("CM::updateDrawList() count", 1); TimeTaker timer_step("ClientMap::updateDrawList"); INodeDefManager *nodemgr = m_gamedef->ndef(); if (!m_drawlist_last) m_drawlist_current = !m_drawlist_current; auto & drawlist = m_drawlist_current ? m_drawlist_1 : m_drawlist_0; if (!max_cycle_ms) max_cycle_ms = 300/getControl().fps_wanted; m_camera_mutex.Lock(); v3f camera_position = m_camera_position; f32 camera_fov = m_camera_fov; //v3s16 camera_offset = m_camera_offset; m_camera_mutex.Unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; int m_mesh_queued = 0; bool free_move = g_settings->getBool("free_move"); float range_max = 100000 * BS; if(m_control.range_all == false) range_max = m_control.wanted_range * BS; if (draw_nearest.empty()) { //ScopeProfiler sp(g_profiler, "CM::updateDrawList() make list", SPT_AVG); TimeTaker timer_step("ClientMap::updateDrawList make list"); auto lock = m_blocks.try_lock_shared_rec(); if (!lock->owns_lock()) return; draw_nearest.clear(); for(auto & ir : m_blocks) { auto bp = ir.first; if(m_control.range_all == false) { if(bp.X < p_blocks_min.X || bp.X > p_blocks_max.X || bp.Z > p_blocks_max.Z || bp.Z < p_blocks_min.Z || bp.Y < p_blocks_min.Y || bp.Y > p_blocks_max.Y) continue; } v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE; // Block center position v3f blockpos( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS ); f32 d = radius_box(blockpos, camera_position); //blockpos_relative.getLength(); if (d> range_max) continue; int range = d / (MAP_BLOCKSIZE * BS); draw_nearest.emplace_back(std::make_pair(bp, range)); } } const int maxq = 1000; // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(free_move) { MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } u32 calls = 0, end_ms = porting::getTimeMs() + u32(max_cycle_ms); std::unordered_map<v3POS, bool, v3POSHash, v3POSEqual> occlude_cache; while (!draw_nearest.empty()) { auto ir = draw_nearest.back(); auto bp = ir.first; int range = ir.second; draw_nearest.pop_back(); ++calls; //auto block = getBlockNoCreateNoEx(bp); auto block = m_blocks.get(bp); if (!block) continue; int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes), bp); /* Compare block position to camera position, skip if not seen on display */ auto mesh = block->getMesh(mesh_step); if (mesh) mesh->updateCameraOffset(m_camera_offset); blocks_in_range++; auto smesh_size = block->mesh_size; /* Ignore if mesh doesn't exist */ { if(!mesh) { blocks_in_range_without_mesh++; if (m_mesh_queued < maxq || range <= 2) { m_client->addUpdateMeshTask(bp, false); ++m_mesh_queued; } continue; } if(mesh_step == mesh->step && block->getTimestamp() <= mesh->timestamp && !smesh_size) { blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ v3s16 cpn = bp * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.2; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE; //*1.42; //*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( range > 1 && smesh_size && occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr, occlude_cache) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; /* if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; */ if (mesh_step != mesh->step && (m_mesh_queued < maxq*1.2 || range <= 2)) { m_client->addUpdateMeshTask(bp); ++m_mesh_queued; } if (block->getTimestamp() > mesh->timestamp + (smesh_size ? 0 : range >= 1 ? 60 : 5) && (m_mesh_queued < maxq*1.5 || range <= 2)) { m_client->addUpdateMeshTaskWithEdge(bp); ++m_mesh_queued; } if(!smesh_size) continue; mesh->incrementUsageTimer(dtime); // Add to set //block->refGrab(); block->resetUsageTimer(); drawlist.set(bp, block); blocks_drawn++; if(range * MAP_BLOCKSIZE > farthest_drawn) farthest_drawn = range * MAP_BLOCKSIZE; if (farthest_drawn > m_control.farthest_drawn) m_control.farthest_drawn = farthest_drawn; if (porting::getTimeMs() > end_ms) { break; } } m_drawlist_last = draw_nearest.size(); //if (m_drawlist_last) infostream<<"breaked UDL "<<m_drawlist_last<<" collected="<<drawlist.size()<<" calls="<<calls<<" s="<<m_blocks.size()<<" maxms="<<max_cycle_ms<<" fw="<<getControl().fps_wanted<<" morems="<<porting::getTimeMs() - end_ms<< " meshq="<<m_mesh_queued<<" occache="<<occlude_cache.size()<<std::endl; if (m_drawlist_last) return; //for (auto & ir : *m_drawlist) // ir.second->refDrop(); auto m_drawlist_old = !m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0; m_drawlist = m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0; m_drawlist_old->clear(); m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks total", m_blocks.size()); g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
void Server::handleCommand_Interact(NetworkPacket* pkt) { const auto peer_id = pkt->getPeerId(); auto & packet = *(pkt->packet); auto player = m_env->getPlayer(pkt->getPeerId()); if (!player) { m_con.DisconnectPeer(pkt->getPeerId()); return; } auto playersao = player->getPlayerSAO(); if (!playersao) { m_con.DisconnectPeer(pkt->getPeerId()); return; } u8 action; u16 item_i; PointedThing pointed; packet[TOSERVER_INTERACT_ACTION].convert(action); packet[TOSERVER_INTERACT_ITEM].convert(item_i); packet[TOSERVER_INTERACT_POINTED_THING].convert(pointed); if(player->hp == 0) { verbosestream << "TOSERVER_INTERACT: " << player->getName() << " tried to interact, but is dead!" << std::endl; return; } MAP_NOTHREAD_LOCK((&m_env->getMap())); v3f player_pos = playersao->getLastGoodPosition(); // Update wielded item playersao->setWieldIndex(item_i); // Get pointed to node (undefined if not POINTEDTYPE_NODE) v3s16 p_under = pointed.node_undersurface; v3s16 p_above = pointed.node_abovesurface; // Get pointed to object (NULL if not POINTEDTYPE_OBJECT) ServerActiveObject *pointed_object = NULL; if(pointed.type == POINTEDTHING_OBJECT) { pointed_object = m_env->getActiveObject(pointed.object_id); if(pointed_object == NULL) { verbosestream << "TOSERVER_INTERACT: " "pointed object is NULL" << std::endl; return; } } v3f pointed_pos_under = player_pos; v3f pointed_pos_above = player_pos; if(pointed.type == POINTEDTHING_NODE) { pointed_pos_under = intToFloat(p_under, BS); pointed_pos_above = intToFloat(p_above, BS); } else if(pointed.type == POINTEDTHING_OBJECT) { pointed_pos_under = pointed_object->getBasePosition(); pointed_pos_above = pointed_pos_under; } /* Check that target is reasonably close (only when digging or placing things) */ static const bool enable_anticheat = !g_settings->getBool("disable_anticheat"); if ((action == 0 || action == 2 || action == 3) && (enable_anticheat && !isSingleplayer())) { float d = player_pos.getDistanceFrom(pointed_pos_under); float max_d = BS * 14; // Just some large enough value if(d > max_d) { actionstream << "Player " << player->getName() << " tried to access " << pointed.dump() << " from too far: " << "d=" << d << ", max_d=" << max_d << ". ignoring." << std::endl; // Re-send block to revert change on client-side RemoteClient *client = getClient(peer_id); v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); client->SetBlockNotSent(blockpos); // Call callbacks m_script->on_cheat(playersao, "interacted_too_far"); // Do nothing else return; } } /* Make sure the player is allowed to do it */ if(!checkPriv(player->getName(), "interact")) { actionstream << player->getName() << " attempted to interact with " << pointed.dump() << " without 'interact' privilege" << std::endl; // Re-send block to revert change on client-side RemoteClient *client = getClient(peer_id); // Digging completed -> under if(action == 2) { v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); client->SetBlockNotSent(blockpos); } // Placement -> above if(action == 3) { v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS)); client->SetBlockNotSent(blockpos); } stat.add("interact_denied", player->getName()); return; } /* If something goes wrong, this player is to blame */ RollbackScopeActor rollback_scope(m_rollback, std::string("player:") + player->getName()); /* 0: start digging or punch object */ if(action == 0) { if(pointed.type == POINTEDTHING_NODE) { /* NOTE: This can be used in the future to check if somebody is cheating, by checking the timing. */ MapNode n = m_env->getMap().getNode(p_under); if (!n) { infostream << "Server: Not punching: Node not found." << " Adding block to emerge queue." << std::endl; m_emerge->enqueueBlockEmerge(peer_id, getNodeBlockPos(p_above), false); } if(n.getContent() != CONTENT_IGNORE) m_script->node_on_punch(p_under, n, playersao, pointed); // Cheat prevention playersao->noCheatDigStart(p_under); } else if(pointed.type == POINTEDTHING_OBJECT) { // Skip if object has been removed if(pointed_object->m_removed) return; actionstream << player->getName() << " punches object " << pointed.object_id << ": " << pointed_object->getDescription() << std::endl; ItemStack punchitem = playersao->getWieldedItem(); ToolCapabilities toolcap = punchitem.getToolCapabilities(m_itemdef); v3f dir = (pointed_object->getBasePosition() - (player->getPosition() + player->getEyeOffset()) ).normalize(); float time_from_last_punch = playersao->resetTimeFromLastPunch(); s16 src_original_hp = pointed_object->getHP(); s16 dst_origin_hp = playersao->getHP(); pointed_object->punch(dir, &toolcap, playersao, time_from_last_punch); // If the object is a player and its HP changed if (src_original_hp != pointed_object->getHP() && pointed_object->getType() == ACTIVEOBJECT_TYPE_PLAYER) { SendPlayerHPOrDie(((PlayerSAO*)pointed_object)); } // If the puncher is a player and its HP changed if (dst_origin_hp != playersao->getHP()) { SendPlayerHPOrDie(playersao); } stat.add("punch", player->getName()); } } // action == 0 /* 1: stop digging */ else if(action == 1) { } // action == 1 /* 2: Digging completed */ else if(action == 2) { // Only digging of nodes if(pointed.type == POINTEDTHING_NODE) { MapNode n = m_env->getMap().getNode(p_under); if (!n) { infostream << "Server: Not finishing digging: Node not found." << " Adding block to emerge queue." << std::endl; m_emerge->enqueueBlockEmerge(peer_id, getNodeBlockPos(p_above), false); } /* Cheat prevention */ bool is_valid_dig = true; if (enable_anticheat && !isSingleplayer()) { v3s16 nocheat_p = playersao->getNoCheatDigPos(); float nocheat_t = playersao->getNoCheatDigTime(); playersao->noCheatDigEnd(); // If player didn't start digging this, ignore dig if(nocheat_p != p_under) { infostream << "Server: NoCheat: " << player->getName() << " started digging " << PP(nocheat_p) << " and completed digging " << PP(p_under) << "; not digging." << std::endl; is_valid_dig = false; // Call callbacks m_script->on_cheat(playersao, "finished_unknown_dig"); } // Get player's wielded item ItemStack playeritem; InventoryList *mlist = playersao->getInventory()->getList("main"); if(mlist != NULL) playeritem = mlist->getItem(playersao->getWieldIndex()); ToolCapabilities playeritem_toolcap = playeritem.getToolCapabilities(m_itemdef); // Get diggability and expected digging time DigParams params = getDigParams(m_nodedef->get(n).groups, &playeritem_toolcap); // If can't dig, try hand if(!params.diggable) { const ItemDefinition &hand = m_itemdef->get(""); const ToolCapabilities *tp = hand.tool_capabilities; if(tp) params = getDigParams(m_nodedef->get(n).groups, tp); } // If can't dig, ignore dig if(!params.diggable) { infostream << "Server: NoCheat: " << player->getName() << " completed digging " << PP(p_under) << ", which is not diggable with tool. not digging." << std::endl; is_valid_dig = false; // Call callbacks m_script->on_cheat(playersao, "dug_unbreakable"); } // Check digging time // If already invalidated, we don't have to if(!is_valid_dig) { // Well not our problem then } // Clean and long dig else if(params.time > 2.0 && nocheat_t * 1.2 > params.time) { // All is good, but grab time from pool; don't care if // it's actually available playersao->getDigPool().grab(params.time); } // Short or laggy dig // Try getting the time from pool else if(playersao->getDigPool().grab(params.time)) { // All is good } // Dig not possible else { infostream << "Server: NoCheat: " << player->getName() << " completed digging " << PP(p_under) << "too fast; not digging." << std::endl; is_valid_dig = false; // Call callbacks m_script->on_cheat(playersao, "dug_too_fast"); } } /* Actually dig node */ if(is_valid_dig && n.getContent() != CONTENT_IGNORE) { m_script->node_on_dig(p_under, n, playersao); stat.add("dig", player->getName()); stat.add("dig_" + m_nodedef->get(n).name , player->getName()); } v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); RemoteClient *client = getClient(peer_id); // Send unusual result (that is, node not being removed) if(m_env->getMap().getNode(p_under).getContent() != CONTENT_AIR) { // Re-send block to revert change on client-side client->SetBlockNotSent(blockpos); } else { client->ResendBlockIfOnWire(blockpos); } m_env->nodeUpdate(p_under, 5, 0); } } // action == 2 /* 3: place block or right-click object */ else if(action == 3) { ItemStack item = playersao->getWieldedItem(); // Reset build time counter if(pointed.type == POINTEDTHING_NODE && item.getDefinition(m_itemdef).type == ITEM_NODE) getClient(peer_id)->m_time_from_building = 0.0; if(pointed.type == POINTEDTHING_OBJECT) { // Right click object // Skip if object has been removed if(pointed_object->m_removed) return; /* android bug - too many actionstream<<player->getName()<<" right-clicks object " <<pointed.object_id<<": " <<pointed_object->getDescription()<<std::endl; */ // Do stuff pointed_object->rightClick(playersao); } else if(m_script->item_OnPlace( item, playersao, pointed)) { // Placement was handled in lua // Apply returned ItemStack if (playersao->setWieldedItem(item)) { SendInventory(playersao); } stat.add("place", player->getName()); //stat.add("place_" + item.name, player->getName()); } // If item has node placement prediction, always send the // blocks to make sure the client knows what exactly happened RemoteClient *client = getClient(peer_id); v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS)); v3s16 blockpos2 = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); if(item.getDefinition(m_itemdef).node_placement_prediction != "") { client->SetBlockNotSent(blockpos); if(blockpos2 != blockpos) { client->SetBlockNotSent(blockpos2); } } else { client->ResendBlockIfOnWire(blockpos); if(blockpos2 != blockpos) { client->ResendBlockIfOnWire(blockpos2); } } m_env->nodeUpdate(p_under, 5, 0); } // action == 3 /* 4: use */ else if(action == 4) { ItemStack item = playersao->getWieldedItem(); actionstream << player->getName() << " uses " << item.name << ", pointing at " << pointed.dump() << std::endl; if(m_script->item_OnUse( item, playersao, pointed)) { // Apply returned ItemStack if (playersao->setWieldedItem(item)) { SendInventory(playersao); } stat.add("use", player->getName()); stat.add("use_" + item.name, player->getName()); m_env->nodeUpdate(p_under, 5, 0); } } // action == 4 /* 5: rightclick air */ else if (action == 5) { ItemStack item = playersao->getWieldedItem(); actionstream << player->getName() << " activates " << item.name << std::endl; if (m_script->item_OnSecondaryUse( item, playersao)) { if( playersao->setWieldedItem(item)) { SendInventory(playersao); } } } /* Catch invalid actions */ else { infostream << "WARNING: Server: Invalid action " << action << std::endl; } }
void ClientMap::updateDrawList(video::IVideoDriver* driver) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); g_profiler->add("CM::updateDrawList() count", 1); INodeDefManager *nodemgr = m_gamedef->ndef(); for(std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin(); i != m_drawlist.end(); ++i) { MapBlock *block = i->second; block->refDrop(); } m_drawlist.clear(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; v3s16 camera_offset = m_camera_offset; m_camera_mutex.Unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; for(std::map<v2s16, MapSector*>::iterator si = m_sectors.begin(); si != m_sectors.end(); ++si) { MapSector *sector = si->second; v2s16 sp = sector->getPos(); if(m_control.range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } std::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; std::list< MapBlock * >::iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ if (block->mesh != NULL) block->mesh->updateCameraOffset(m_camera_offset); float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //JMutexAutoLock lock(block->mesh_mutex); if(block->mesh == NULL){ blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(g_settings->getBool("free_move")){ MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.1; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; // Add to set block->refGrab(); m_drawlist[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; if(d/BS > farthest_drawn) farthest_drawn = d/BS; } // foreach sectorblocks if(sector_blocks_drawn != 0) m_last_drawn_sectors.insert(sp); } m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if(new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; for(s16 z=0; 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 */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source)); /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); content_t neighbor_content = neighbor.getContent(); const ContentFeatures &n_feat = nodedef->get(neighbor_content); MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0)); content_t n_top_c = n_top.getContent(); if(neighbor_content == CONTENT_IGNORE) continue; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && (n_top_c == c_flowing || n_top_c == c_source || n_top_c == CONTENT_IGNORE)) continue; // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid && !top_is_same_liquid) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is liquid level */ else { vertices[2].Pos.Y = (node_liquid_level-0.5)*BS; vertices[3].Pos.Y = (node_liquid_level-0.5)*BS; } /* If neighbor is liquid, lower border of face is liquid level */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = (node_liquid_level-0.5)*BS; vertices[1].Pos.Y = (node_liquid_level-0.5)*BS; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top */ if(top_is_same_liquid) continue; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); break;} case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = f.special_tiles[1]; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect u8 light_source = nodedef->get(n).light_source; if(light_source != 0){ //l = decode_light(undiminish_light(light_source)); l = decode_light(light_source); l = l | (l<<8); } // Use the light of the node on top if possible else if(nodedef->get(ntop).param_type == CPT_LIGHT) l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source)); u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8); // Neighbor liquid levels (key = relative position) // Includes current node std::map<v3s16, f32> neighbor_levels; std::map<v3s16, content_t> neighbor_contents; std::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){ u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range); level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS; } // Check node above neighbor. // NOTE: This doesn't get executed if neighbor // doesn't exist p2.Y += 1; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() == c_source || n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } neighbor_levels[neighbor_dirs[i]] = level; neighbor_contents[neighbor_dirs[i]] = content; neighbor_flags[neighbor_dirs[i]] = flags; } // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { v3s16 cornerdir = halfdirs[i]; float cornerlevel = 0; u32 valid_count = 0; u32 air_count = 0; for(u32 j=0; j<4; j++) { v3s16 neighbordir = cornerdir - halfdirs[j]; content_t content = neighbor_contents[neighbordir]; // If top is liquid, draw starting from top of node if(neighbor_flags[neighbordir] & neighborflag_top_is_same_liquid) { cornerlevel = 0.5*BS; valid_count = 1; break; } // Source is always the same height else if(content == c_source) { cornerlevel = (-0.5+node_liquid_level)*BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { air_count++; } } if(air_count >= 2) cornerlevel = -0.5*BS+0.2; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is corner levels */ else { vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } /* If neighbor is liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), }; // To get backface culling right, the vertices need to go // clockwise around the front of the face. And we happened to // calculate corner levels in exact reverse order. s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += liquid_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p, BS); } // Default downwards-flowing texture animation goes from // -Z towards +Z, thus the direction is +Z. // Rotate texture to make animation go in flow direction // Positive if liquid moves towards +Z int dz = (corner_levels[side_corners[3][0]] + corner_levels[side_corners[3][1]]) - (corner_levels[side_corners[2][0]] + corner_levels[side_corners[2][1]]); // Positive if liquid moves towards +X int dx = (corner_levels[side_corners[1][0]] + corner_levels[side_corners[1][1]]) - (corner_levels[side_corners[0][0]] + corner_levels[side_corners[0][1]]); // -X if(-dx >= abs(dz)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[1].TCoords; vertices[1].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[3].TCoords; vertices[3].TCoords = t; } // +X if(dx >= abs(dz)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; } // -Z if(-dz >= abs(dx)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); for(u32 j=0; j<6; j++) { // Check this neighbor v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; // The face at Z+ video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); for(u16 i=0; i<4; i++){ vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE_FRAMED: { static const v3s16 dirs[6] = { v3s16( 0, 1, 0), v3s16( 0,-1, 0), v3s16( 1, 0, 0), v3s16(-1, 0, 0), v3s16( 0, 0, 1), v3s16( 0, 0,-1) }; TileSpec tiles[2]; tiles[0] = getNodeTile(n, p, dirs[0], data); tiles[1] = getNodeTile(n, p, dirs[1], data); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); v3f pos = intToFloat(p, BS); static const float a=BS/2; static const float b=.876*(BS/2); static const aabb3f frame_edges[12] = { aabb3f( b, b,-a, a, a, a), // y+ aabb3f(-a, b,-a,-b, a, a), // y+ aabb3f( b,-a,-a, a,-b, a), // y- aabb3f(-a,-a,-a,-b,-b, a), // y- aabb3f( b,-a, b, a, a, a), // x+ aabb3f( b,-a,-a, a, a,-b), // x+ aabb3f(-a,-a, b,-b, a, a), // x- aabb3f(-a,-a,-a,-b, a,-b), // x- aabb3f(-a, b, b, a, a, a), // z+ aabb3f(-a,-a, b, a,-b, a), // z+ aabb3f(-a,-a,-a, a,-b,-b), // z- aabb3f(-a, b,-a, a, a,-b) // z- }; aabb3f glass_faces[6] = { aabb3f(-a, a,-a, a, a, a), // y+ aabb3f(-a,-a,-a, a,-a, a), // y- aabb3f( a,-a,-a, a, a, a), // x+ aabb3f(-a,-a,-a,-a, a, a), // x- aabb3f(-a,-a, a, a, a, a), // z+ aabb3f(-a,-a,-a, a, a,-a) // z- }; int visible_faces[6] = {0,0,0,0,0,0}; int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; u8 i; content_t current = n.getContent(); content_t content; MapNode n2; v3s16 n2p; for(i=0; i<18; i++) { n2p = blockpos_nodes + p + g_26dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); content_t n2c = n2.getContent(); //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed if (n2c == current || n2c == CONTENT_IGNORE) nb[i]=1; } for(i=0; i<6; i++) { n2p = blockpos_nodes + p + dirs[i]; n2 = data->m_vmanip.getNodeNoEx(n2p); content = n2.getContent(); const ContentFeatures &f2 = nodedef->get(content); if (content == CONTENT_AIR || f2.isLiquid()) visible_faces[i]=1; } static const u8 nb_triplet[12*3] = { 1,2, 7, 1,5, 6, 4,2,15, 4,5,14, 2,0,11, 2,3,13, 5,0,10, 5,3,12, 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 }; f32 tx1,ty1,tz1,tx2,ty2,tz2; aabb3f box; for(i=0; i<12; i++) { int edge_invisible; if (nb[nb_triplet[i*3+2]]==1) edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]]; else edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]]; if (edge_invisible) continue; box=frame_edges[i]; box.MinEdge += pos; box.MaxEdge += pos; tx1 = (box.MinEdge.X/BS)+0.5; ty1 = (box.MinEdge.Y/BS)+0.5; tz1 = (box.MinEdge.Z/BS)+0.5; tx2 = (box.MaxEdge.X/BS)+0.5; ty2 = (box.MaxEdge.Y/BS)+0.5; tz2 = (box.MaxEdge.Z/BS)+0.5; f32 txc1[24] = { tx1, 1-tz2, tx2, 1-tz1, tx1, tz1, tx2, tz2, tz1, 1-ty2, tz2, 1-ty1, 1-tz2, 1-ty2, 1-tz1, 1-ty1, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, &tiles[0], 1, c, txc1); } for(i=0; i<6; i++) { if (visible_faces[i]==0) continue; box=glass_faces[i]; box.MinEdge += pos; box.MaxEdge += pos; tx1 = (box.MinEdge.X/BS)+0.5; ty1 = (box.MinEdge.Y/BS)+0.5; tz1 = (box.MinEdge.Z/BS)+0.5; tx2 = (box.MaxEdge.X/BS)+0.5; ty2 = (box.MaxEdge.Y/BS)+0.5; tz2 = (box.MaxEdge.Z/BS)+0.5; f32 txc2[24] = { tx1, 1-tz2, tx2, 1-tz1, tx1, tz1, tx2, tz2, tz1, 1-ty2, tz2, 1-ty1, 1-tz2, 1-ty2, 1-tz1, 1-ty1, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, &tiles[1], 1, c, txc2); } break;} case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else assert(0); break; case NDT_TORCHLIKE: { v3s16 dir = n.getWallMountedDir(nodedef); u8 tileindex = 0; if(dir == v3s16(0,-1,0)){ tileindex = 0; // floor } else if(dir == v3s16(0,1,0)){ tileindex = 1; // ceiling // For backwards compatibility } else if(dir == v3s16(0,0,0)){ tileindex = 0; // floor } else { tileindex = 2; // side } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); // 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), }; for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXZBy(45); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); float d = (float)BS/16; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0), 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, 1,1), video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 0,1), }; v3s16 dir = n.getWallMountedDir(nodedef); for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXYBy(-90); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_PLANTLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); for(u32 j=0; j<2; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 0,1), video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, 1,1), video::S3DVertex( BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, 0,0), }; if(j == 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(45); } else if(j == 1) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-45); } for(u16 i=0; i<4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_FENCELIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); TileSpec tile_nocrack = tile; tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; // A hack to put wood the right way around in the posts ITextureSource *tsrc = data->m_gamedef->tsrc(); std::string texturestring_rot = tsrc->getTextureName( tile.texture_id) + "^[transformR90"; TileSpec tile_rot = tile; tile_rot.texture = tsrc->getTexture( texturestring_rot, &tile_rot.texture_id); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p, BS); // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); post.MinEdge += pos; post.MaxEdge += pos; f32 postuv[24]={ 6/16.,6/16.,10/16.,10/16., 6/16.,6/16.,10/16.,10/16., 0/16.,0,4/16.,1, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; makeCuboid(&collector, post, &tile_rot, 1, c, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; p2.X++; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); const ContentFeatures *f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); bar.MinEdge += pos; bar.MaxEdge += pos; f32 xrailuv[24]={ 0/16.,2/16.,16/16.,4/16., 0/16.,4/16.,16/16.,6/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16., 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); } // Now a section of fence, +Z, if there's a post there p2 = p; p2.Z++; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); bar.MinEdge += pos; bar.MaxEdge += pos; f32 zrailuv[24]={ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch 4/16.,1/16.,6/16.,5/16., // for wood texture instead 0/16.,9/16.,16/16.,11/16., 0/16.,6/16.,16/16.,8/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); } break;} case NDT_RAILLIKE: { bool is_rail_x [] = { false, false }; /* x-1, x+1 */ bool is_rail_z [] = { false, false }; /* z-1, z+1 */ bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */ bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */ bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */ bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */ MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z)); MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1)); MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1)); MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z)); MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z)); MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z)); MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z)); MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1)); MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1)); MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1)); MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1)); content_t thiscontent = n.getContent(); std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0; if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_x.getContent() == thiscontent) is_rail_x[0] = true; if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[0] = true; if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[0] = true; if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_x.getContent() == thiscontent) is_rail_x[1] = true; if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[1] = true; if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[1] = true; if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_z.getContent() == thiscontent) is_rail_z[0] = true; if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[0] = true; if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_minus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[0] = true; if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_z.getContent() == thiscontent) is_rail_z[1] = true; if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[1] = true; if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0 && self_connect_to_raillike) || n_plus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[1] = true; bool is_rail_x_all[] = {false, false}; bool is_rail_z_all[] = {false, false}; is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0]; is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1]; is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0]; is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1]; // reasonable default, flat straight unrotated rail bool is_straight = true; int adjacencies = 0; int angle = 0; u8 tileindex = 0; // check for sloped rail if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) { adjacencies = 5; //5 means sloped is_straight = true; // sloped is always straight } else { // is really straight, rails on both sides is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]); adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; } switch (adjacencies) { case 1: if(is_rail_x_all[0] || is_rail_x_all[1]) angle = 90; break; case 2: if(!is_straight) tileindex = 1; // curved if(is_rail_x_all[0] && is_rail_x_all[1]) angle = 90; if(is_rail_z_all[0] && is_rail_z_all[1]){ if (is_rail_z_plus_y[0]) angle = 180; } else if(is_rail_x_all[0] && is_rail_z_all[0]) angle = 270; else if(is_rail_x_all[0] && is_rail_z_all[1]) angle = 180; else if(is_rail_x_all[1] && is_rail_z_all[1]) angle = 90; break; case 3: // here is where the potential to 'switch' a junction is, but not implemented at present tileindex = 2; // t-junction if(!is_rail_x_all[1]) angle=180; if(!is_rail_z_all[0]) angle=90; if(!is_rail_z_all[1]) angle=270; break; case 4: tileindex = 3; // crossing break; case 5: //sloped if(is_rail_z_plus_y[0]) angle = 180; if(is_rail_x_plus_y[0]) angle = 90; if(is_rail_x_plus_y[1]) angle = -90; break; default: break; } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); float d = (float)BS/64; char g=-1; if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) g=1; //Object is at a slope video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0), }; for(s32 i=0; i<4; i++) { if(angle != 0) vertices[i].Pos.rotateXZBy(angle); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; collector.append(tile, vertices, 4, indices, 6); break;} case NDT_NODEBOX: { static const v3s16 tile_dirs[6] = { v3s16(0, 1, 0), v3s16(0, -1, 0), v3s16(1, 0, 0), v3s16(-1, 0, 0), v3s16(0, 0, 1), v3s16(0, 0, -1) }; TileSpec tiles[6]; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); v3f pos = intToFloat(p, BS); std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef); for(std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); i++) { for(int j = 0; j < 6; j++) { // Handles facedir rotation for textures tiles[j] = getNodeTile(n, p, tile_dirs[j], data); } aabb3f box = *i; box.MinEdge += pos; box.MaxEdge += pos; f32 temp; if (box.MinEdge.X > box.MaxEdge.X) { temp=box.MinEdge.X; box.MinEdge.X=box.MaxEdge.X; box.MaxEdge.X=temp; } if (box.MinEdge.Y > box.MaxEdge.Y) { temp=box.MinEdge.Y; box.MinEdge.Y=box.MaxEdge.Y; box.MaxEdge.Y=temp; } if (box.MinEdge.Z > box.MaxEdge.Z) { temp=box.MinEdge.Z; box.MinEdge.Z=box.MaxEdge.Z; box.MaxEdge.Z=temp; } // // Compute texture coords f32 tx1 = (box.MinEdge.X/BS)+0.5; f32 ty1 = (box.MinEdge.Y/BS)+0.5; f32 tz1 = (box.MinEdge.Z/BS)+0.5; f32 tx2 = (box.MaxEdge.X/BS)+0.5; f32 ty2 = (box.MaxEdge.Y/BS)+0.5; f32 tz2 = (box.MaxEdge.Z/BS)+0.5; f32 txc[24] = { // up tx1, 1-tz2, tx2, 1-tz1, // down tx1, tz1, tx2, tz2, // right tz1, 1-ty2, tz2, 1-ty1, // left 1-tz2, 1-ty2, 1-tz1, 1-ty1, // back 1-tx2, 1-ty2, 1-tx1, 1-ty1, // front tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, tiles, 6, c, txc); } break;} } } }
void ClientMap::updateDrawList(video::IVideoDriver* driver, float dtime) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); //g_profiler->add("CM::updateDrawList() count", 1); INodeDefManager *nodemgr = m_gamedef->ndef(); if (!m_drawlist_last) m_drawlist_current = !m_drawlist_current; auto & drawlist = m_drawlist_current ? m_drawlist_1 : m_drawlist_0; float max_cycle_ms = 0.1/getControl().fps_wanted; u32 n = 0, calls = 0, end_ms = porting::getTimeMs() + max_cycle_ms; m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; v3s16 camera_offset = m_camera_offset; m_camera_mutex.Unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; { auto lock = m_blocks.lock_shared_rec(); for(auto & ir : m_blocks) { if (n++ < m_drawlist_last) continue; else m_drawlist_last = 0; ++calls; MapBlock *block = ir.second; auto bp = block->getPos(); if(m_control.range_all == false) { if(bp.X < p_blocks_min.X || bp.X > p_blocks_max.X || bp.Z > p_blocks_max.Z || bp.Z < p_blocks_min.Z || bp.Y < p_blocks_min.Y || bp.Y > p_blocks_max.Y) continue; } int mesh_step = getFarmeshStep(m_control, getNodeBlockPos(cam_pos_nodes).getDistanceFrom(block->getPos())); /* Compare block position to camera position, skip if not seen on display */ if (block->getMesh(mesh_step) != NULL) block->getMesh(mesh_step)->updateCameraOffset(m_camera_offset); float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //JMutexAutoLock lock(block->mesh_mutex); if(block->getMesh(mesh_step) == NULL){ blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(g_settings->getBool("free_move")){ MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.1; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; if (m_control.farmesh && mesh_step != block->getMesh(mesh_step)->step) { //&& !block->mesh->transparent m_client->addUpdateMeshTask(block->getPos(), false, mesh_step == 1); } block->getMesh(mesh_step)->incrementUsageTimer(dtime); // Add to set block->refGrab(); drawlist[block->getPos()] = block; blocks_drawn++; if(d/BS > farthest_drawn) farthest_drawn = d/BS; if (porting::getTimeMs() > end_ms) { m_drawlist_last = n; break; } } } if (!calls) m_drawlist_last = 0; if (m_drawlist_last) return; for (auto & ir : *m_drawlist) ir.second->refDrop(); m_drawlist->clear(); m_drawlist = m_drawlist_current ? &m_drawlist_1 : &m_drawlist_0; m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_mesh(new scene::SMesh()), m_minimap_mapblock(new MinimapMapblock), m_gamedef(data->m_gamedef), m_tsrc(m_gamedef->getTextureSource()), m_shdrsrc(m_gamedef->getShaderSource()), m_animation_force_timer(0), // force initial animation m_last_crack(-1), m_crack_materials(), m_highlighted_materials(), m_last_daynight_ratio((u32) -1), m_daynight_diffs() { m_enable_shaders = data->m_use_shaders; m_enable_highlighting = g_settings->getBool("enable_node_highlighting"); if (g_settings->getBool("enable_minimap")) { v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; for(s16 x = 0; x < MAP_BLOCKSIZE; x++) { for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { s16 air_count = 0; bool surface_found = false; MinimapPixel* minimap_pixel = &m_minimap_mapblock->data[x + z * MAP_BLOCKSIZE]; for(s16 y = MAP_BLOCKSIZE -1; y > -1; y--) { v3s16 p(x, y, z); MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); if (!surface_found && n.getContent() != CONTENT_AIR) { minimap_pixel->height = y; minimap_pixel->id = n.getContent(); surface_found = true; } else if (n.getContent() == CONTENT_AIR) { air_count++; } } if (!surface_found) { minimap_pixel->id = CONTENT_AIR; } minimap_pixel->air_count = air_count; } } } // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); std::vector<FastFace> fastfaces_new; fastfaces_new.reserve(512); /* We are including the faces of the trailing edges of the block. This means that when something changes, the caller must also update the meshes of the blocks at the leading edges. NOTE: This is the slowest part of this method. */ { // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) //TimeTaker timer2("updateAllFastFaceRows()"); updateAllFastFaceRows(data, fastfaces_new); } // End of slow part /* Convert FastFaces to MeshCollector */ MeshCollector collector; { // avg 0ms (100ms spikes when loading textures the first time) // (NOTE: probably outdated) //TimeTaker timer2("MeshCollector building"); for(u32 i=0; i<fastfaces_new.size(); i++) { FastFace &f = fastfaces_new[i]; const u16 indices[] = {0,1,2,2,3,0}; const u16 indices_alternate[] = {0,1,3,2,3,1}; if(f.tile.texture == NULL) continue; const u16 *indices_p = indices; /* Revert triangles for nicer looking gradient if vertices 1 and 3 have same color or 0 and 2 have different color. getRed() is the day color. */ if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed() || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed()) indices_p = indices_alternate; collector.append(f.tile, f.vertices, 4, indices_p, 6); } } /* Add special graphics: - torches - flowing water - fences - whatever */ mapblock_mesh_generate_special(data, collector); m_highlight_mesh_color = data->m_highlight_mesh_color; /* Convert MeshCollector to SMesh */ for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; // Generate animation data // - Cracks if(p.tile.material_flags & MATERIAL_FLAG_CRACK) { // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack"; if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) os<<"o"; // use ^[cracko os<<":"<<(u32)p.tile.animation_frame_count<<":"; m_crack_materials.insert(std::make_pair(i, os.str())); // Replace tile texture with the cracked one p.tile.texture = m_tsrc->getTextureForMesh( os.str()+"0", &p.tile.texture_id); } // - Texture animation if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) { // Add to MapBlockMesh in order to animate these tiles m_animation_tiles[i] = p.tile; m_animation_frames[i] = 0; if(g_settings->getBool("desynchronize_mapblock_texture_animation")){ // Get starting position from noise m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d( data->m_blockpos.X, data->m_blockpos.Y, data->m_blockpos.Z, 0)); } else { // Play all synchronized m_animation_frame_offsets[i] = 0; } // Replace tile texture with the first animation frame FrameSpec animation_frame = p.tile.frames[0]; p.tile.texture = animation_frame.texture; } if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) m_highlighted_materials.push_back(i); for(u32 j = 0; j < p.vertices.size(); j++) { video::S3DVertexTangents *vertex = &p.vertices[j]; // Note applyFacesShading second parameter is precalculated sqrt // value for speed improvement // Skip it for lightsources and top faces. video::SColor &vc = vertex->Color; if (!vc.getBlue()) { if (vertex->Normal.Y < -0.5) { applyFacesShading (vc, 0.447213); } else if (vertex->Normal.X > 0.5) { applyFacesShading (vc, 0.670820); } else if (vertex->Normal.X < -0.5) { applyFacesShading (vc, 0.670820); } else if (vertex->Normal.Z > 0.5) { applyFacesShading (vc, 0.836660); } else if (vertex->Normal.Z < -0.5) { applyFacesShading (vc, 0.836660); } } if(!m_enable_shaders) { // - Classic lighting (shaders handle this by themselves) // Set initial real color and store for later updates u8 day = vc.getRed(); u8 night = vc.getGreen(); finalColorBlend(vc, day, night, 1000); if(day != night) m_daynight_diffs[i][j] = std::make_pair(day, night); } } // Create material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); material.setTexture(0, p.tile.texture); if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) { material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; } else { if (m_enable_shaders) { material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material; p.tile.applyMaterialOptionsWithShaders(material); if (p.tile.normal_texture) { material.setTexture(1, p.tile.normal_texture); material.setTexture(2, m_tsrc->getTextureForMesh("enable_img.png")); } else { material.setTexture(2, m_tsrc->getTextureForMesh("disable_img.png")); } } else { p.tile.applyMaterialOptions(material); } } // Create meshbuffer scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); // Set material buf->Material = material; // Add to mesh m_mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); buf->append(&p.vertices[0], p.vertices.size(), &p.indices[0], p.indices.size()); } m_camera_offset = camera_offset; /* Do some stuff to the mesh */ translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); if (m_enable_shaders) { scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator(); meshmanip->recalculateTangents(m_mesh, true, false, false); } if(m_mesh) { #if 0 // Usually 1-700 faces and 1-7 materials std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces " <<"and uses "<<m_mesh->getMeshBufferCount() <<" materials (meshbuffers)"<<std::endl; #endif // Use VBO for mesh (this just would set this for ever buffer) // This will lead to infinite memory usage because or irrlicht. //m_mesh->setHardwareMappingHint(scene::EHM_STATIC); /* NOTE: If that is enabled, some kind of a queue to the main thread should be made which would call irrlicht to delete the hardware buffer and then delete the mesh */ } //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl; // Check if animation is required for this mesh m_has_animation = !m_crack_materials.empty() || !m_daynight_diffs.empty() || !m_animation_tiles.empty() || !m_highlighted_materials.empty(); }
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, f32 pos_max_d, const aabb3f &box_0, f32 stepheight, f32 dtime, v3f *pos_f, v3f *speed_f, v3f accel_f, ActiveObject *self, bool collideWithObjects) { static bool time_notification_done = false; Map *map = &env->getMap(); //TimeTaker tt("collisionMoveSimple"); ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG); collisionMoveResult result; /* Calculate new velocity */ if (dtime > 0.5f) { if (!time_notification_done) { time_notification_done = true; infostream << "collisionMoveSimple: maximum step interval exceeded," " lost movement details!"<<std::endl; } dtime = 0.5f; } else { time_notification_done = false; } *speed_f += accel_f * dtime; // If there is no speed, there are no collisions if (speed_f->getLength() == 0) return result; // Limit speed for avoiding hangs speed_f->Y = rangelim(speed_f->Y, -5000, 5000); speed_f->X = rangelim(speed_f->X, -5000, 5000); speed_f->Z = rangelim(speed_f->Z, -5000, 5000); /* Collect node boxes in movement range */ std::vector<NearbyCollisionInfo> cinfo; { //TimeTaker tt2("collisionMoveSimple collect boxes"); ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); v3f newpos_f = *pos_f + *speed_f * dtime; v3f minpos_f( MYMIN(pos_f->X, newpos_f.X), MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5 MYMIN(pos_f->Z, newpos_f.Z) ); v3f maxpos_f( MYMAX(pos_f->X, newpos_f.X), MYMAX(pos_f->Y, newpos_f.Y), MYMAX(pos_f->Z, newpos_f.Z) ); v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1); v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1); bool any_position_valid = false; v3s16 p; for (p.X = min.X; p.X <= max.X; p.X++) for (p.Y = min.Y; p.Y <= max.Y; p.Y++) for (p.Z = min.Z; p.Z <= max.Z; p.Z++) { bool is_position_valid; MapNode n = map->getNodeNoEx(p, &is_position_valid); if (is_position_valid && n.getContent() != CONTENT_IGNORE) { // Object collides into walkable nodes any_position_valid = true; const NodeDefManager *nodedef = gamedef->getNodeDefManager(); const ContentFeatures &f = nodedef->get(n); if (!f.walkable) continue; int n_bouncy_value = itemgroup_get(f.groups, "bouncy"); int neighbors = 0; if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) { v3s16 p2 = p; p2.Y++; getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors); p2 = p; p2.Y--; getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors); p2 = p; p2.Z--; getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors); p2 = p; p2.X--; getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors); p2 = p; p2.Z++; getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors); p2 = p; p2.X++; getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors); } std::vector<aabb3f> nodeboxes; n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors); // Calculate float position only once v3f posf = intToFloat(p, BS); for (auto box : nodeboxes) { box.MinEdge += posf; box.MaxEdge += posf; cinfo.emplace_back(false, false, n_bouncy_value, p, box); } } else { // Collide with unloaded nodes (position invalid) and loaded // CONTENT_IGNORE nodes (position valid) aabb3f box = getNodeBox(p, BS); cinfo.emplace_back(true, false, 0, p, box); } } // Do not move if world has not loaded yet, since custom node boxes // are not available for collision detection. // This also intentionally occurs in the case of the object being positioned // solely on loaded CONTENT_IGNORE nodes, no matter where they come from. if (!any_position_valid) { *speed_f = v3f(0, 0, 0); return result; } } // tt2 if(collideWithObjects) { ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG); //TimeTaker tt3("collisionMoveSimple collect object boxes"); /* add object boxes to cinfo */ std::vector<ActiveObject*> objects; #ifndef SERVER ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env); if (c_env != 0) { // Calculate distance by speed, add own extent and 1.5m of tolerance f32 distance = speed_f->getLength() * dtime + box_0.getExtent().getLength() + 1.5f * BS; std::vector<DistanceSortedActiveObject> clientobjects; c_env->getActiveObjects(*pos_f, distance, clientobjects); for (auto &clientobject : clientobjects) { // Do collide with everything but itself and the parent CAO if (!self || (self != clientobject.obj && self != clientobject.obj->getParent())) { objects.push_back((ActiveObject*) clientobject.obj); } } } else #endif { ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env); if (s_env != NULL) { // Calculate distance by speed, add own extent and 1.5m of tolerance f32 distance = speed_f->getLength() * dtime + box_0.getExtent().getLength() + 1.5f * BS; std::vector<u16> s_objects; s_env->getObjectsInsideRadius(s_objects, *pos_f, distance); for (u16 obj_id : s_objects) { ServerActiveObject *current = s_env->getActiveObject(obj_id); if (!self || (self != current && self != current->getParent())) { objects.push_back((ActiveObject*)current); } } } } for (std::vector<ActiveObject*>::const_iterator iter = objects.begin(); iter != objects.end(); ++iter) { ActiveObject *object = *iter; if (object) { aabb3f object_collisionbox; if (object->getCollisionBox(&object_collisionbox) && object->collideWithObjects()) { cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox); } } } } //tt3 /* Collision detection */ /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ f32 d = pos_max_d * 1.1f; // A fairly large value in here makes moving smoother //f32 d = 0.15*BS; // This should always apply, otherwise there are glitches assert(d > pos_max_d); // invariant int loopcount = 0; while(dtime > BS * 1e-10f) { //TimeTaker tt3("collisionMoveSimple dtime loop"); ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); // Avoid infinite loop loopcount++; if (loopcount >= 100) { warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl; break; } aabb3f movingbox = box_0; movingbox.MinEdge += *pos_f; movingbox.MaxEdge += *pos_f; int nearest_collided = -1; f32 nearest_dtime = dtime; int nearest_boxindex = -1; /* Go through every nodebox, find nearest collision */ for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { const NearbyCollisionInfo &box_info = cinfo[boxindex]; // Ignore if already stepped up this nodebox. if (box_info.is_step_up) continue; // Find nearest collision of the two boxes (raytracing-like) f32 dtime_tmp; int collided = axisAlignedCollision(box_info.box, movingbox, *speed_f, d, &dtime_tmp); if (collided == -1 || dtime_tmp >= nearest_dtime) continue; nearest_dtime = dtime_tmp; nearest_collided = collided; nearest_boxindex = boxindex; } if (nearest_collided == -1) { // No collision with any collision box. *pos_f += *speed_f * dtime; dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers } else { // Otherwise, a collision occurred. NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex]; const aabb3f& cbox = nearest_info.box; // Check for stairs. bool step_up = (nearest_collided != 1) && // must not be Y direction (movingbox.MinEdge.Y < cbox.MaxEdge.Y) && (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) && (!wouldCollideWithCeiling(cinfo, movingbox, cbox.MaxEdge.Y - movingbox.MinEdge.Y, d)); // Get bounce multiplier float bounce = -(float)nearest_info.bouncy / 100.0f; // Move to the point of collision and reduce dtime by nearest_dtime if (nearest_dtime < 0) { // Handle negative nearest_dtime (can be caused by the d allowance) if (!step_up) { if (nearest_collided == 0) pos_f->X += speed_f->X * nearest_dtime; if (nearest_collided == 1) pos_f->Y += speed_f->Y * nearest_dtime; if (nearest_collided == 2) pos_f->Z += speed_f->Z * nearest_dtime; } } else { *pos_f += *speed_f * nearest_dtime; dtime -= nearest_dtime; } bool is_collision = true; if (nearest_info.is_unloaded) is_collision = false; CollisionInfo info; if (nearest_info.is_object) info.type = COLLISION_OBJECT; else info.type = COLLISION_NODE; info.node_p = nearest_info.position; info.old_speed = *speed_f; info.plane = nearest_collided; // Set the speed component that caused the collision to zero if (step_up) { // Special case: Handle stairs nearest_info.is_step_up = true; is_collision = false; } else if (nearest_collided == 0) { // X if (fabs(speed_f->X) > BS * 3) speed_f->X *= bounce; else speed_f->X = 0; result.collides = true; } else if (nearest_collided == 1) { // Y if(fabs(speed_f->Y) > BS * 3) speed_f->Y *= bounce; else speed_f->Y = 0; result.collides = true; } else if (nearest_collided == 2) { // Z if (fabs(speed_f->Z) > BS * 3) speed_f->Z *= bounce; else speed_f->Z = 0; result.collides = true; } info.new_speed = *speed_f; if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS) is_collision = false; if (is_collision) { result.collisions.push_back(info); } } } /* Final touches: Check if standing on ground, step up stairs. */ aabb3f box = box_0; box.MinEdge += *pos_f; box.MaxEdge += *pos_f; for (const auto &box_info : cinfo) { const aabb3f &cbox = box_info.box; /* See if the object is touching ground. Object touches ground if object's minimum Y is near node's maximum Y and object's X-Z-area overlaps with the node's X-Z-area. Use 0.15*BS so that it is easier to get on a node. */ if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X && cbox.MaxEdge.Z - d > box.MinEdge.Z && cbox.MinEdge.Z + d < box.MaxEdge.Z) { if (box_info.is_step_up) { pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y; box = box_0; box.MinEdge += *pos_f; box.MaxEdge += *pos_f; } if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) { result.touching_ground = true; if (box_info.is_object) result.standing_on_object = true; } } } return result; }
void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if(new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; for(s16 z=0; 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 */ TileSpec tile_liquid = f.special_tiles[0]; AtlasPointer &pa_liquid = tile_liquid.texture; 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; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y0()), }; v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); break; } case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = f.special_tiles[1]; AtlasPointer &pa_liquid = tile_liquid.texture; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect u8 light_source = nodedef->get(n).light_source; if(light_source != 0){ //l = decode_light(undiminish_light(light_source)); l = decode_light(light_source); l = l | (l<<8); } // Use the light of the node on top if possible else if(nodedef->get(ntop).param_type == CPT_LIGHT) l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l); // 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 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.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, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.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, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); } break; } case NDT_GLASSLIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 1, data); 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, 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()), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); for(u16 i=0; i<4; i++){ vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break; } case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); AtlasPointer pa_leaves = tile_leaves.texture; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); break; } case NDT_ALLFACES_OPTIONAL: { // This is always pre-converted to something else assert(0); break; } case NDT_TORCHLIKE: { v3s16 dir = n.getWallMountedDir(nodedef); TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; TileSpec tile_top = getNodeTileN(n, p, 1, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; AtlasPointer ap_top = tile_top.texture; video::SColor c(255,255,255,255); u16 indices[] = {0,1,2,2,3,0}; //FRONT video::S3DVertex vertices_front[4] = { video::S3DVertex(-BS/16,-BS/2,BS/16, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/16,-BS/2,BS/16, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/10,BS/10,BS/10, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/10,BS/10,BS/10, 0,0,0, c, ap.x0(), ap.y0()), }; //BACK video::S3DVertex vertices_back[4] = { video::S3DVertex(-BS/16,-BS/2,-BS/16, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/16,-BS/2,-BS/16, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/10,BS/10,-BS/10, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/10,BS/10,-BS/10, 0,0,0, c, ap.x0(), ap.y0()), }; //RIGHT video::S3DVertex vertices_right[4] = { video::S3DVertex(-BS/16,-BS/2,-BS/16, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(-BS/16,-BS/2,BS/16, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(-BS/10,BS/10,BS/10, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/10,BS/10,-BS/10, 0,0,0, c, ap.x0(), ap.y0()), }; //LEFT video::S3DVertex vertices_left[4] = { video::S3DVertex(BS/16,-BS/2,-BS/16, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/16,-BS/2,BS/16, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/10,BS/10,BS/10, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(BS/10,BS/10,-BS/10, 0,0,0, c, ap.x0(), ap.y0()), }; //TOP video::S3DVertex vertices_top[4] = { video::S3DVertex(BS/10,BS/10,-BS/10, 0,0,0, c, ap_top.x0(), ap_top.y1()), video::S3DVertex(BS/10,BS/10,BS/10, 0,0,0, c, ap_top.x1(), ap_top.y1()), video::S3DVertex(-BS/10,BS/10,BS/10, 0,0,0, c, ap_top.x1(), ap_top.y0()), video::S3DVertex(-BS/10,BS/10,-BS/10, 0,0,0, c, ap_top.x0(), ap_top.y0()), }; //BOTTOM video::S3DVertex vertices_bottom[4] = { video::S3DVertex(BS/16,-BS/2,-BS/16, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/16,-BS/2,BS/16, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(-BS/16,-BS/2,BS/16, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/16,-BS/2,-BS/16, 0,0,0, c, ap.x0(), ap.y0()), }; v3f move_torch(0,0,0); int xyrotation = 0; int yzrotation = 0; for(s32 i=0; i<4; i++) { if(dir == v3s16(0,1,0)) { xyrotation = 180; } if(dir == v3s16(0,0,1)) { yzrotation= -45; move_torch = v3f(0,0,0.2*BS); } if(dir == v3s16(0,0,-1)) { yzrotation= 45; move_torch = v3f(0,0,-0.2*BS); } if(dir == v3s16(1,0,0)) { xyrotation= 45; move_torch = v3f(0.2*BS,0,0); } if(dir == v3s16(-1,0,0)) { xyrotation= -45; move_torch = v3f(-0.2*BS,0,0); } vertices_front[i].Pos.rotateXYBy(xyrotation); vertices_back[i].Pos.rotateXYBy(xyrotation); vertices_left[i].Pos.rotateXYBy(xyrotation); vertices_right[i].Pos.rotateXYBy(xyrotation); vertices_top[i].Pos.rotateXYBy(xyrotation); vertices_bottom[i].Pos.rotateXYBy(xyrotation); vertices_front[i].Pos.rotateYZBy(yzrotation); vertices_back[i].Pos.rotateYZBy(yzrotation); vertices_left[i].Pos.rotateYZBy(yzrotation); vertices_right[i].Pos.rotateYZBy(yzrotation); vertices_top[i].Pos.rotateYZBy(yzrotation); vertices_bottom[i].Pos.rotateYZBy(yzrotation); vertices_front[i].Pos += intToFloat(p, BS) + move_torch; vertices_back[i].Pos += intToFloat(p, BS) + move_torch; vertices_left[i].Pos += intToFloat(p, BS) + move_torch; vertices_right[i].Pos += intToFloat(p, BS) + move_torch; vertices_top[i].Pos += intToFloat(p, BS) + move_torch; vertices_bottom[i].Pos += intToFloat(p, BS) + move_torch; move_torch = v3f(0,0,0); } collector.append(tile, vertices_front, 4, indices, 6); collector.append(tile, vertices_back, 4, indices, 6); collector.append(tile, vertices_left, 4, indices, 6); collector.append(tile, vertices_right, 4, indices, 6); collector.append(tile, vertices_top, 4, indices, 6); collector.append(tile, vertices_bottom, 4, indices, 6); break; } case NDT_SIGNLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 0, data); 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, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break; } case NDT_PLANTLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 1, data); 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, ap.x0(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, ap.x0(), ap.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, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break; } case NDT_FENCELIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); TileSpec tile_nocrack = tile; tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; // A hack to put wood the right way around in the posts ITextureSource *tsrc = data->m_gamedef->tsrc(); TileSpec tile_rot = tile; tile_rot.texture = tsrc->getTexture(tsrc->getTextureName( tile.texture.id) + "^[transformR90"); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p, BS); // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); post.MinEdge += pos; post.MaxEdge += pos; f32 postuv[24]={ 6/16.,6/16.,10/16.,10/16., 6/16.,6/16.,10/16.,10/16., 0/16.,0,4/16.,1, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; makeCuboid(&collector, post, &tile_rot, 1, c, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; p2.X++; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); const ContentFeatures *f2 = &nodedef->get(n2); //if(f2->drawtype == NDT_FENCELIKE) if(f2->walkable) { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); bar.MinEdge += pos; bar.MaxEdge += pos; f32 xrailuv[24] = { 0/16.,2/16.,16/16.,4/16., 0/16.,4/16.,16/16.,6/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16., 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); } // Now a section of fence, +Z, if there's a post there p2 = p; p2.Z++; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); f2 = &nodedef->get(n2); //if(f2->drawtype == NDT_FENCELIKE) if(f2->walkable) { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); bar.MinEdge += pos; bar.MaxEdge += pos; f32 zrailuv[24] = { 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch 4/16.,1/16.,6/16.,5/16., // for wood texture instead 0/16.,9/16.,16/16.,11/16., 0/16.,6/16.,16/16.,8/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); } break; } case NDT_MESECONLIKE: { bool is_mesecon_x [] = { false, false }; /* x-1, x+1 */ bool is_mesecon_z [] = { false, false }; /* z-1, z+1 */ bool is_mesecon_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */ bool is_mesecon_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */ bool is_mesecon_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */ bool is_mesecon_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */ MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z)); MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1)); MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1)); MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z)); MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z)); MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z)); MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z)); MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1)); MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1)); MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1)); MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1)); content_t thiscontent = n.getContent(); if(n_minus_x.getContent() == thiscontent) { is_mesecon_x[0] = true; } if(n_minus_x_minus_y.getContent() == thiscontent) { is_mesecon_x_minus_y[0] = true; } if(n_minus_x_plus_y.getContent() == thiscontent) { is_mesecon_x_plus_y[0] = true; } if(n_plus_x.getContent() == thiscontent) { is_mesecon_x[1] = true; } if(n_plus_x_minus_y.getContent() == thiscontent) { is_mesecon_x_minus_y[1] = true; } if(n_plus_x_plus_y.getContent() == thiscontent) { is_mesecon_x_plus_y[1] = true; } if(n_minus_z.getContent() == thiscontent) { is_mesecon_z[0] = true; } if(n_minus_z_minus_y.getContent() == thiscontent) { is_mesecon_z_minus_y[0] = true; } if(n_minus_z_plus_y.getContent() == thiscontent) { is_mesecon_z_plus_y[0] = true; } if(n_plus_z.getContent() == thiscontent) { is_mesecon_z[1] = true; } if(n_plus_z_minus_y.getContent() == thiscontent) { is_mesecon_z_minus_y[1] = true; } if(n_plus_z_plus_y.getContent() == thiscontent) { is_mesecon_z_plus_y[1] = true; } bool is_mesecon_x_all[] = {false, false}; bool is_mesecon_z_all[] = {false, false}; is_mesecon_x_all[0] = is_mesecon_x[0] || is_mesecon_x_minus_y[0] || is_mesecon_x_plus_y[0]; is_mesecon_x_all[1] = is_mesecon_x[1] || is_mesecon_x_minus_y[1] || is_mesecon_x_plus_y[1]; is_mesecon_z_all[0] = is_mesecon_z[0] || is_mesecon_z_minus_y[0] || is_mesecon_z_plus_y[0]; is_mesecon_z_all[1] = is_mesecon_z[1] || is_mesecon_z_minus_y[1] || is_mesecon_z_plus_y[1]; bool is_straight = (is_mesecon_x_all[0] && is_mesecon_x_all[1] && !is_mesecon_z_all[1] && !is_mesecon_z_all[0]) || (is_mesecon_z_all[0] && is_mesecon_z_all[1] && !is_mesecon_x_all[1] && !is_mesecon_x_all[0]);//is really straight, mesecons on both sides int adjacencies = is_mesecon_x_all[0] + is_mesecon_x_all[1] + is_mesecon_z_all[0] + is_mesecon_z_all[1]; // Assign textures u8 tileindex = 0; // straight if(adjacencies < 2) tileindex = 0; // straight else if(adjacencies == 2) { if(is_straight) { tileindex = 0; // straight } else { tileindex = 1; // curved } } else if(adjacencies == 3) { tileindex = 2; // t-junction } else if(adjacencies == 4) { tileindex = 3; // crossing } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; TileSpec tile_slope = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; AtlasPointer ap_slope = tile_slope.texture; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/64; u16 indices[] = {0,1,2,2,3,0}; if(is_mesecon_x_plus_y[0] || is_mesecon_x_plus_y[1] || is_mesecon_z_plus_y[0] || is_mesecon_z_plus_y[1]) { video::S3DVertex vertices_slope[4] = { video::S3DVertex(BS/2,BS/2+d,BS/2-d, 0,0,0, c, ap_slope.x1(), ap_slope.y1()), video::S3DVertex(-BS/2,BS/2+d,BS/2-d, 0,0,0, c, ap_slope.x0(), ap_slope.y1()), video::S3DVertex(-BS/2,-BS/2,BS/2-d, 0,0,0, c, ap_slope.x0(), ap_slope.y0()), video::S3DVertex(BS/2,-BS/2,BS/2-d, 0,0,0, c, ap_slope.x1(), ap_slope.y0()), }; video::S3DVertex vertices_slope_xplus1[4]; video::S3DVertex vertices_slope_xplus0[4]; video::S3DVertex vertices_slope_zplus0[4]; video::S3DVertex vertices_slope_zplus1[4]; for(s32 i=0; i<4; i++) { if(is_mesecon_x_plus_y[1]) { vertices_slope_xplus1[i] = vertices_slope[i]; vertices_slope_xplus1[i].Pos.rotateXZBy(-90); } if(is_mesecon_x_plus_y[0]) { vertices_slope_xplus0[i] = vertices_slope[i]; vertices_slope_xplus0[i].Pos.rotateXZBy(90); } if(is_mesecon_z_plus_y[0]) { vertices_slope_zplus0[i] = vertices_slope[i]; vertices_slope_zplus0[i].Pos.rotateXZBy(180); } if(is_mesecon_z_plus_y[1]) { vertices_slope_zplus1[i] = vertices_slope[i]; vertices_slope_zplus1[i].Pos.rotateXZBy(0); } vertices_slope_xplus1[i].Pos += intToFloat(p, BS); vertices_slope_xplus0[i].Pos += intToFloat(p, BS); vertices_slope_zplus1[i].Pos += intToFloat(p, BS); vertices_slope_zplus0[i].Pos += intToFloat(p, BS); } if(is_mesecon_x_plus_y[1]) { collector.append(tile, vertices_slope_xplus1, 4, indices, 6); } if(is_mesecon_x_plus_y[0]) { collector.append(tile, vertices_slope_xplus0, 4, indices, 6); } if(is_mesecon_z_plus_y[1]) { collector.append(tile, vertices_slope_zplus1, 4, indices, 6); } if(is_mesecon_z_plus_y[0]) { collector.append(tile, vertices_slope_zplus0, 4, indices, 6); } } video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2-d,-BS/2+d,-BS/2-d, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2+d,-BS/2+d,-BS/2-d, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2+d,-BS/2+d,BS/2+d, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2-d,-BS/2+d,BS/2+d, 0,0,0, c, ap.x0(), ap.y0()), }; // Rotate textures int angle = 0; if(adjacencies == 1) { if(is_mesecon_x_all[0] || is_mesecon_x_all[1]) { angle = 90; } } if(adjacencies == 2) { if(is_mesecon_x_all[0] && is_mesecon_x_all[1]) { angle = 90; } if(is_mesecon_z_all[0] && is_mesecon_z_all[1]) { if (n_minus_z_plus_y.getContent() == thiscontent) { angle = 180; } } else if(is_mesecon_x_all[0] && is_mesecon_z_all[0]) { angle = 270; } else if(is_mesecon_x_all[0] && is_mesecon_z_all[1]) { angle = 180; } else if(is_mesecon_x_all[1] && is_mesecon_z_all[1]) { angle = 90; } } if(adjacencies == 3) { if(!is_mesecon_x_all[0]) { angle=0; } if(!is_mesecon_x_all[1]) { angle=180; } if(!is_mesecon_z_all[0]) { angle=90; } if(!is_mesecon_z_all[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, BS); } collector.append(tile, vertices, 4, indices, 6); break; } case NDT_RAILLIKE: { bool is_rail_x [] = { false, false }; /* x-1, x+1 */ bool is_rail_z [] = { false, false }; /* z-1, z+1 */ bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */ bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */ bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */ bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */ MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z)); MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1)); MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1)); MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z)); MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z)); MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z)); MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z)); MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1)); MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1)); MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1)); MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1)); content_t thiscontent = n.getContent(); if(n_minus_x.getContent() == thiscontent) { is_rail_x[0] = true; } if(n_minus_x_minus_y.getContent() == thiscontent) { is_rail_x_minus_y[0] = true; } if(n_minus_x_plus_y.getContent() == thiscontent) { is_rail_x_plus_y[0] = true; } if(n_plus_x.getContent() == thiscontent) { is_rail_x[1] = true; } if(n_plus_x_minus_y.getContent() == thiscontent) { is_rail_x_minus_y[1] = true; } if(n_plus_x_plus_y.getContent() == thiscontent) { is_rail_x_plus_y[1] = true; } if(n_minus_z.getContent() == thiscontent) { is_rail_z[0] = true; } if(n_minus_z_minus_y.getContent() == thiscontent) { is_rail_z_minus_y[0] = true; } if(n_minus_z_plus_y.getContent() == thiscontent) { is_rail_z_plus_y[0] = true; } if(n_plus_z.getContent() == thiscontent) { is_rail_z[1] = true; } if(n_plus_z_minus_y.getContent() == thiscontent) { is_rail_z_minus_y[1] = true; } if(n_plus_z_plus_y.getContent() == thiscontent) { is_rail_z_plus_y[1] = true; } bool is_rail_x_all[] = {false, false}; bool is_rail_z_all[] = {false, false}; is_rail_x_all[0] = is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0]; is_rail_x_all[1] = is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1]; is_rail_z_all[0] = is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0]; is_rail_z_all[1] = is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1]; bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; if(is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) //is straight because sloped { adjacencies = 5; //5 means sloped is_straight = true; } // Assign textures u8 tileindex = 0; // straight if(adjacencies < 2) { tileindex = 0; // straight } else if(adjacencies == 2) { if(is_straight) { tileindex = 0; // straight } else { tileindex = 1; // curved } } else if(adjacencies == 3) { tileindex = 2; // t-junction } else if(adjacencies == 4) { tileindex = 3; // crossing } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/64; char g=-1; if(is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) { g=1; //Object is at a slope } video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 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,g*BS/2+d,BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,g*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_all[0] || is_rail_x_all[1]) { angle = 90; } } if(adjacencies == 2) { if(is_rail_x_all[0] && is_rail_x_all[1]) { angle = 90; } if(is_rail_z_all[0] && is_rail_z_all[1]) { if (n_minus_z_plus_y.getContent() == thiscontent) { angle = 180; } } else if(is_rail_x_all[0] && is_rail_z_all[0]) { angle = 270; } else if(is_rail_x_all[0] && is_rail_z_all[1]) { angle = 180; } else if(is_rail_x_all[1] && is_rail_z_all[1]) { angle = 90; } } if(adjacencies == 3) { if(!is_rail_x_all[0]) { angle = 0; } if(!is_rail_x_all[1]) { angle = 180; } if(!is_rail_z_all[0]) { angle = 90; } if(!is_rail_z_all[1]) { angle = 270; } } //adjacencies 4: Crossing if(adjacencies == 5) //sloped { if(is_rail_z_plus_y[0]) { angle = 180; } if(is_rail_x_plus_y[0]) { angle = 90; } if(is_rail_x_plus_y[1]) { angle = -90; } } 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, BS); } u16 indices[] = {0,1,2,2,3,0}; collector.append(tile, vertices, 4, indices, 6); break; } case NDT_NODEBOX: { TileSpec tiles[6]; for(int i = 0; i < 6; i++) { tiles[i] = getNodeTileN(n, p, i, data); } u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l); v3f pos = intToFloat(p, BS); std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef); for(std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); i++) { aabb3f box = *i; box.MinEdge += pos; box.MaxEdge += pos; // Compute texture coords f32 tx1 = (i->MinEdge.X/BS)+0.5; f32 ty1 = (i->MinEdge.Y/BS)+0.5; f32 tz1 = (i->MinEdge.Z/BS)+0.5; f32 tx2 = (i->MaxEdge.X/BS)+0.5; f32 ty2 = (i->MaxEdge.Y/BS)+0.5; f32 tz2 = (i->MaxEdge.Z/BS)+0.5; f32 txc[24] = { // up tx1, 1-tz2, tx2, 1-tz1, // down tx1, tz1, tx2, tz2, // right tz1, 1-ty2, tz2, 1-ty1, // left 1-tz2, 1-ty2, 1-tz1, 1-ty1, // back 1-tx2, 1-ty2, 1-tx1, 1-ty1, // front tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, tiles, 6, c, txc); } break;} } } }
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 ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) { INodeDefManager *nodemgr = m_gamedef->ndef(); //m_dout<<DTIME<<"Rendering map..."<<std::endl; DSTACK(__FUNCTION_NAME); bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT; std::string prefix; if(pass == scene::ESNRP_SOLID) prefix = "CM: solid: "; else prefix = "CM: transparent: "; /* This is called two times per frame, reset on the non-transparent one */ if(pass == scene::ESNRP_SOLID) { m_last_drawn_sectors.clear(); } /* Get time for measuring timeout. Measuring time is very useful for long delays when the machine is swapping a lot. */ int time1 = time(0); /* Get animation parameters */ float animation_time = m_client->getAnimationTime(); int crack = m_client->getCrackLevel(); u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); m_camera_mutex.Lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; m_camera_mutex.Unlock(); /* Get all blocks and draw all visible ones */ v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1); v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d; v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; // Take a fair amount as we will be dropping more out later // Umm... these additions are a bit strange but they are needed. v3s16 p_blocks_min( p_nodes_min.X / MAP_BLOCKSIZE - 3, p_nodes_min.Y / MAP_BLOCKSIZE - 3, p_nodes_min.Z / MAP_BLOCKSIZE - 3); v3s16 p_blocks_max( p_nodes_max.X / MAP_BLOCKSIZE + 1, p_nodes_max.Y / MAP_BLOCKSIZE + 1, p_nodes_max.Z / MAP_BLOCKSIZE + 1); u32 vertex_count = 0; u32 meshbuffer_count = 0; // For limiting number of mesh animations per frame u32 mesh_animate_count = 0; u32 mesh_animate_count_far = 0; // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn u32 blocks_without_stuff = 0; /* Collect a set of blocks for drawing */ core::map<v3s16, MapBlock*> drawset; { ScopeProfiler sp(g_profiler, prefix+"collecting blocks for drawing", SPT_AVG); for(core::map<v2s16, MapSector*>::Iterator si = m_sectors.getIterator(); si.atEnd() == false; si++) { MapSector *sector = si.getNode()->getValue(); v2s16 sp = sector->getPos(); if(m_control.range_all == false) { if(sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } core::list< MapBlock * > sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; core::list< MapBlock * >::Iterator i; for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ float range = 100000 * BS; if(m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if(isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d) == false) { continue; } // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //JMutexAutoLock lock(block->mesh_mutex); if(block->mesh == NULL){ blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if(g_settings->getBool("free_move")){ MapNode n = getNodeNoEx(cam_pos_nodes); if(n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2); float step = BS*1; float stepfac = 1.1; float startoff = BS*1; float endoff = -BS*MAP_BLOCKSIZE*1.42*1.42; v3s16 spn = cam_pos_nodes + v3s16(0,0,0); s16 bs2 = MAP_BLOCKSIZE/2 + 1; u32 needed_count = 1; if( occlusion_culling_enabled && isOccluded(this, spn, cpn + v3s16(0,0,0), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) ) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if(blocks_drawn >= m_control.wanted_max_blocks && m_control.range_all == false && d > m_control.wanted_min_range * BS) continue; // Mesh animation { //JMutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; // Pretty random but this should work somewhat nicely bool faraway = d >= BS*50; //bool faraway = d >= m_control.wanted_range * BS; if(mapBlockMesh->isAnimationForced() || !faraway || mesh_animate_count_far < (m_control.range_all ? 200 : 50)) { bool animated = mapBlockMesh->animate( faraway, animation_time, crack, daynight_ratio); if(animated) mesh_animate_count++; if(animated && faraway) mesh_animate_count_far++; } else { mapBlockMesh->decreaseAnimationForceTimer(); } } // Add to set drawset[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; } // foreach sectorblocks if(sector_blocks_drawn != 0) m_last_drawn_sectors[sp] = true; } } // ScopeProfiler /* Draw the selected MapBlocks */ { ScopeProfiler sp(g_profiler, prefix+"drawing blocks", SPT_AVG); int timecheck_counter = 0; for(core::map<v3s16, MapBlock*>::Iterator i = drawset.getIterator(); i.atEnd() == false; i++) { { timecheck_counter++; if(timecheck_counter > 50) { timecheck_counter = 0; int time2 = time(0); if(time2 > time1 + 4) { infostream<<"ClientMap::renderMap(): " "Rendering takes ages, returning." <<std::endl; return; } } } MapBlock *block = i.getNode()->getValue(); /* Draw the faces of the block */ { //JMutexAutoLock lock(block->mesh_mutex); MapBlockMesh *mapBlockMesh = block->mesh; assert(mapBlockMesh); scene::SMesh *mesh = mapBlockMesh->getMesh(); assert(mesh); u32 c = mesh->getMeshBufferCount(); bool stuff_actually_drawn = false; for(u32 i=0; i<c; i++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); const video::SMaterial& material = buf->getMaterial(); video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); // Render transparent on transparent pass and likewise. if(transparent == is_transparent_pass) { if(buf->getVertexCount() == 0) errorstream<<"Block ["<<analyze_block(block) <<"] contains an empty meshbuf"<<std::endl; /* This *shouldn't* hurt too much because Irrlicht doesn't change opengl textures if the old material has the same texture. */ driver->setMaterial(buf->getMaterial()); driver->drawMeshBuffer(buf); vertex_count += buf->getVertexCount(); meshbuffer_count++; stuff_actually_drawn = true; } } if(stuff_actually_drawn) blocks_had_pass_meshbuf++; else blocks_without_stuff++; } } } // ScopeProfiler // Log only on solid pass because values are the same if(pass == scene::ESNRP_SOLID){ g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if(blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh/blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: animated meshes", mesh_animate_count); g_profiler->avg("CM: animated meshes (far)", mesh_animate_count_far); } g_profiler->avg(prefix+"vertices drawn", vertex_count); if(blocks_had_pass_meshbuf != 0) g_profiler->avg(prefix+"meshbuffers per block", (float)meshbuffer_count / (float)blocks_had_pass_meshbuf); if(blocks_drawn != 0) g_profiler->avg(prefix+"empty blocks (frac)", (float)blocks_without_stuff / blocks_drawn); m_control.blocks_drawn = blocks_drawn; m_control.blocks_would_have_drawn = blocks_would_have_drawn; /*infostream<<"renderMap(): is_transparent_pass="******", rendered "<<vertex_count<<" vertices."<<std::endl;*/ }
void ClientMap::updateDrawList(video::IVideoDriver* driver) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); g_profiler->add("CM::updateDrawList() count", 1); INodeDefManager *nodemgr = m_gamedef->ndef(); for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin(); i != m_drawlist.end(); ++i) { MapBlock *block = i->second; block->refDrop(); } m_drawlist.clear(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 p_blocks_min; v3s16 p_blocks_max; getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin(); si != m_sectors.end(); ++si) { MapSector *sector = si->second; v2s16 sp = sector->getPos(); if (m_control.range_all == false) { if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } MapBlockVect sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; for (MapBlockVect::iterator i = sectorblocks.begin(); i != sectorblocks.end(); ++i) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ if (block->mesh != NULL) block->mesh->updateCameraOffset(m_camera_offset); float range = 100000 * BS; if (m_control.range_all == false) range = m_control.wanted_range * BS; float d = 0.0; if (!isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d)) continue; // This is ugly (spherical distance limit?) /*if(m_control.range_all == false && d - 0.5*BS*MAP_BLOCKSIZE > range) continue;*/ blocks_in_range++; /* Ignore if mesh doesn't exist */ { //MutexAutoLock lock(block->mesh_mutex); if (block->mesh == NULL) { blocks_in_range_without_mesh++; continue; } } /* Occlusion culling */ // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if (g_settings->getBool("free_move")) { MapNode n = getNodeNoEx(cam_pos_nodes); if (n.getContent() == CONTENT_IGNORE || nodemgr->get(n).solidness == 2) occlusion_culling_enabled = false; } v3s16 cpn = block->getPos() * MAP_BLOCKSIZE; cpn += v3s16(MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2, MAP_BLOCKSIZE / 2); float step = BS * 1; float stepfac = 1.1; float startoff = BS * 1; // The occlusion search of 'isOccluded()' must stop short of the target // point by distance 'endoff' (end offset) to not enter the target mapblock. // For the 8 mapblock corners 'endoff' must therefore be the maximum diagonal // of a mapblock, because we must consider all view angles. // sqrt(1^2 + 1^2 + 1^2) = 1.732 float endoff = -BS * MAP_BLOCKSIZE * 1.732050807569; v3s16 spn = cam_pos_nodes; s16 bs2 = MAP_BLOCKSIZE / 2 + 1; // to reduce the likelihood of falsely occluded blocks // require at least two solid blocks // this is a HACK, we should think of a more precise algorithm u32 needed_count = 2; if (occlusion_culling_enabled && // For the central point of the mapblock 'endoff' can be halved isOccluded(this, spn, cpn, step, stepfac, startoff, endoff / 2.0f, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2), step, stepfac, startoff, endoff, needed_count, nodemgr) && isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2), step, stepfac, startoff, endoff, needed_count, nodemgr)) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if (blocks_drawn >= m_control.wanted_max_blocks && !m_control.range_all && d > m_control.wanted_range * BS) continue; // Add to set block->refGrab(); m_drawlist[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; if (d / BS > farthest_drawn) farthest_drawn = d / BS; } // foreach sectorblocks if (sector_blocks_drawn != 0) m_last_drawn_sectors.insert(sp); } m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if (blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh / blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
void Server::ProcessData(NetworkPacket *pkt) { DSTACK(__FUNCTION_NAME); // Environment is locked first. //MutexAutoLock envlock(m_env_mutex); ScopeProfiler sp(g_profiler, "Server::ProcessData"); auto peer_id = pkt->getPeerId(); std::string addr_s; try{ Address address = getPeerAddress(peer_id); addr_s = address.serializeString(); // drop player if is ip is banned if(m_banmanager->isIpBanned(addr_s)){ std::string ban_name = m_banmanager->getBanName(addr_s); infostream<<"Server: A banned client tried to connect from " <<addr_s<<"; banned name was " <<ban_name<<std::endl; // This actually doesn't seem to transfer to the client DenyAccess(peer_id, std::string("Your ip is banned. Banned name was ") + ban_name); return; } } catch(con::PeerNotFoundException &e) { /* * no peer for this packet found * most common reason is peer timeout, e.g. peer didn't * respond for some time, your server was overloaded or * things like that. */ verbosestream<<"Server::ProcessData(): Canceling: peer " <<peer_id<<" not found"<<std::endl; return; } try { auto datasize = pkt->getSize(); if(datasize < 2) return; int command; MsgpackPacketSafe packet; msgpack::unpacked msg; if (!con::parse_msgpack_packet(pkt->getString(0), datasize, &packet, &command, &msg)) { verbosestream<<"Server: Ignoring broken packet from " <<addr_s<<" (peer_id="<<peer_id<<") size="<<datasize<<std::endl; return; } if(command == TOSERVER_INIT_LEGACY) { RemoteClient* client = getClient(peer_id, CS_Created); // If net_proto_version is set, this client has already been handled if(client->getState() > CS_Created) { verbosestream<<"Server: Ignoring multiple TOSERVER_INITs from " <<addr_s<<" (peer_id="<<peer_id<<")"<<std::endl; return; } verbosestream<<"Server: Got TOSERVER_INIT from "<<addr_s<<" (peer_id=" <<peer_id<<")"<<std::endl; // Do not allow multiple players in simple singleplayer mode. // This isn't a perfect way to do it, but will suffice for now if(m_simple_singleplayer_mode && m_clients.getClientIDs().size() > 1){ infostream<<"Server: Not allowing another client ("<<addr_s <<") to connect in simple singleplayer mode"<<std::endl; DenyAccess(peer_id, "Running in simple singleplayer mode."); return; } // First byte after command is maximum supported // serialization version u8 client_max; packet[TOSERVER_INIT_LEGACY_FMT].convert(&client_max); u8 our_max = SER_FMT_VER_HIGHEST_READ; // Use the highest version supported by both int deployed = std::min(client_max, our_max); // If it's lower than the lowest supported, give up. if (deployed < SER_FMT_VER_LOWEST_READ) deployed = SER_FMT_VER_INVALID; if (deployed == SER_FMT_VER_INVALID) { actionstream<<"Server: A mismatched client tried to connect from " <<addr_s<<std::endl; infostream<<"Server: Cannot negotiate serialization version with " <<addr_s<<std::endl; DenyAccess(peer_id, std::string( "Your client's version is not supported.\n" "Server version is ") + (g_version_string) + "." ); return; } client->setPendingSerializationVersion(deployed); /* Read and check network protocol version */ u16 min_net_proto_version = 0; packet[TOSERVER_INIT_LEGACY_PROTOCOL_VERSION_MIN].convert(&min_net_proto_version); u16 max_net_proto_version = min_net_proto_version; packet[TOSERVER_INIT_LEGACY_PROTOCOL_VERSION_MAX].convert(&max_net_proto_version); packet.convert_safe(TOSERVER_INIT_LEGACY_PROTOCOL_VERSION_FM, &client->net_proto_version_fm); // Start with client's maximum version u16 net_proto_version = max_net_proto_version; // Figure out a working version if it is possible at all if(max_net_proto_version >= SERVER_PROTOCOL_VERSION_MIN || min_net_proto_version <= SERVER_PROTOCOL_VERSION_MAX) { // If maximum is larger than our maximum, go with our maximum if(max_net_proto_version > SERVER_PROTOCOL_VERSION_MAX) net_proto_version = SERVER_PROTOCOL_VERSION_MAX; // Else go with client's maximum else net_proto_version = max_net_proto_version; } verbosestream<<"Server: "<<addr_s<<": Protocol version: min: " <<min_net_proto_version<<", max: "<<max_net_proto_version <<", chosen: "<<net_proto_version<<std::endl; client->net_proto_version = net_proto_version; if(net_proto_version < SERVER_PROTOCOL_VERSION_MIN || net_proto_version > SERVER_PROTOCOL_VERSION_MAX) { actionstream<<"Server: A mismatched client tried to connect from " <<addr_s<<std::endl; DenyAccess(peer_id, std::string( "Your client's version is not supported.\n" "Server version is ") + (g_version_string) + ",\n" + "server's PROTOCOL_VERSION is " + itos(SERVER_PROTOCOL_VERSION_MIN) + "..." + itos(SERVER_PROTOCOL_VERSION_MAX) + ", client's PROTOCOL_VERSION is " + itos(min_net_proto_version) + "..." + itos(max_net_proto_version) ); return; } if(g_settings->getBool("strict_protocol_version_checking")) { if(net_proto_version != LATEST_PROTOCOL_VERSION) { actionstream<<"Server: A mismatched (strict) client tried to " <<"connect from "<<addr_s<<std::endl; DenyAccess(peer_id, std::string( "Your client's version is not supported.\n" "Server version is ") + (g_version_string) + ",\n" + "server's PROTOCOL_VERSION (strict) is " + itos(LATEST_PROTOCOL_VERSION) + ", client's PROTOCOL_VERSION is " + itos(min_net_proto_version) + "..." + itos(max_net_proto_version) ); return; } } /* Set up player */ // Get player name std::string playername; packet[TOSERVER_INIT_LEGACY_NAME].convert(&playername); if(playername.empty()) { actionstream<<"Server: Player with an empty name " <<"tried to connect from "<<addr_s<<std::endl; DenyAccess(peer_id, "Empty name"); return; } if(!g_settings->getBool("enable_any_name") && string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false) { actionstream<<"Server: Player with an invalid name ["<<playername <<"] tried to connect from "<<addr_s<<std::endl; DenyAccess(peer_id, "Name contains unallowed characters"); return; } if(!isSingleplayer() && playername == "singleplayer") { actionstream<<"Server: Player with the name \"singleplayer\" " <<"tried to connect from "<<addr_s<<std::endl; DenyAccess(peer_id, "Name is not allowed"); return; } { std::string reason; if(m_script->on_prejoinplayer(playername, addr_s, &reason)) { actionstream<<"Server: Player with the name \""<<playername<<"\" " <<"tried to connect from "<<addr_s<<" " <<"but it was disallowed for the following reason: " <<reason<<std::endl; DenyAccess(peer_id, reason); return; } } infostream<<"Server: New connection: \""<<playername<<"\" from " <<addr_s<<" (peer_id="<<peer_id<<")"<<std::endl; // Get password std::string given_password; packet[TOSERVER_INIT_LEGACY_PASSWORD].convert(&given_password); if(!base64_is_valid(given_password.c_str())){ actionstream<<"Server: "<<playername <<" supplied invalid password hash"<<std::endl; DenyAccess(peer_id, "Invalid password hash"); return; } // Enforce user limit. // Don't enforce for users that have some admin right if(m_clients.getClientIDs(CS_Created).size() >= g_settings->getU16("max_users") && !checkPriv(playername, "server") && !checkPriv(playername, "ban") && !checkPriv(playername, "privs") && !checkPriv(playername, "password") && playername != g_settings->get("name")) { actionstream<<"Server: "<<playername<<" tried to join, but there" <<" are already max_users=" <<g_settings->getU16("max_users")<<" players."<<std::endl; DenyAccess(peer_id, "Too many users."); return; } std::string checkpwd; // Password hash to check against bool has_auth = m_script->getAuth(playername, &checkpwd, NULL); // If no authentication info exists for user, create it if(!has_auth){ if(!isSingleplayer() && g_settings->getBool("disallow_empty_password") && given_password == ""){ actionstream<<"Server: "<<playername <<" supplied empty password"<<std::endl; DenyAccess(peer_id, "Empty passwords are " "disallowed. Set a password and try again."); return; } std::string raw_default_password = g_settings->get("default_password"); std::string initial_password = translatePassword(playername, raw_default_password); // If default_password is empty, allow any initial password if (raw_default_password.length() == 0) initial_password = given_password; m_script->createAuth(playername, initial_password); } has_auth = m_script->getAuth(playername, &checkpwd, NULL); if(!has_auth){ actionstream<<"Server: "<<playername<<" cannot be authenticated" <<" (auth handler does not work?)"<<std::endl; DenyAccess(peer_id, "Not allowed to login"); return; } if(given_password != checkpwd){ actionstream<<"Server: "<<playername<<" supplied wrong password" <<std::endl; DenyAccess(peer_id, "Wrong password"); return; } RemotePlayer *player = static_cast<RemotePlayer*>(m_env->getPlayer(playername.c_str())); if(player && player->peer_id != 0){ errorstream<<"Server: "<<playername<<": Failed to emerge player" <<" (player allocated to an another client)"<<std::endl; DenyAccess(peer_id, "Another client is connected with this " "name. If your client closed unexpectedly, try again in " "a minute."); } m_clients.setPlayerName(peer_id,playername); /* Answer with a TOCLIENT_INIT */ { MSGPACK_PACKET_INIT(TOCLIENT_INIT_LEGACY, 5); PACK(TOCLIENT_INIT_DEPLOYED, deployed); PACK(TOCLIENT_INIT_SEED, m_env->getServerMap().getSeed()); PACK(TOCLIENT_INIT_STEP, g_settings->getFloat("dedicated_server_step")); //if (player) //todo : remake me // PACK(TOCLIENT_INIT_POS, player->getPosition()); Settings params; m_emerge->params.save(params); PACK(TOCLIENT_INIT_MAP_PARAMS, params); PACK(TOCLIENT_INIT_PROTOCOL_VERSION_FM, SERVER_PROTOCOL_VERSION_FM); // Send as reliable m_clients.send(peer_id, 0, buffer, true); m_clients.event(peer_id, CSE_InitLegacy); } return; } if(command == TOSERVER_INIT2) { verbosestream<<"Server: Got TOSERVER_INIT2 from " <<peer_id<<std::endl; m_clients.event(peer_id, CSE_GotInit2); u16 protocol_version = m_clients.getProtocolVersion(peer_id); ///// begin compatibility code PlayerSAO* playersao = NULL; if (protocol_version <= 22) { playersao = StageTwoClientInit(peer_id); if (playersao == NULL) { errorstream << "TOSERVER_INIT2 stage 2 client init failed for peer " << peer_id << std::endl; return; } } ///// end compatibility code /* Send some initialization data */ infostream<<"Server: Sending content to " <<getPlayerName(peer_id)<<std::endl; // Send player movement settings SendMovement(peer_id); // Send item definitions SendItemDef(peer_id, m_itemdef, protocol_version); // Send node definitions SendNodeDef(peer_id, m_nodedef, protocol_version); m_clients.event(peer_id, CSE_SetDefinitionsSent); // Send media announcement sendMediaAnnouncement(peer_id); // Send detached inventories sendDetachedInventories(peer_id); // Send time of day u16 time = m_env->getTimeOfDay(); float time_speed = g_settings->getFloat("time_speed"); SendTimeOfDay(peer_id, time, time_speed); ///// begin compatibility code if (protocol_version <= 22) { m_clients.event(peer_id, CSE_SetClientReady); m_script->on_joinplayer(playersao); } ///// end compatibility code // Warnings about protocol version can be issued here if(getClient(peer_id)->net_proto_version < LATEST_PROTOCOL_VERSION) { SendChatMessage(peer_id, "# Server: WARNING: YOUR CLIENT'S " "VERSION MAY NOT BE FULLY COMPATIBLE WITH THIS SERVER!"); } return; } u8 peer_ser_ver = getClient(peer_id, CS_InitDone)->serialization_version; u16 peer_proto_ver = getClient(peer_id, CS_InitDone)->net_proto_version; if(peer_ser_ver == SER_FMT_VER_INVALID) { errorstream<<"Server::ProcessData(): Canceling: Peer" " serialization format invalid or not initialized." " Skipping incoming command="<<command<<std::endl; return; } /* Handle commands relate to client startup */ if(command == TOSERVER_REQUEST_MEDIA) { std::vector<std::string> tosend; packet[TOSERVER_REQUEST_MEDIA_FILES].convert(&tosend); sendRequestedMedia(peer_id, tosend); return; } else if(command == TOSERVER_RECEIVED_MEDIA) { return; } else if(command == TOSERVER_CLIENT_READY) { // clients <= protocol version 22 did not send ready message, // they're already initialized if (peer_proto_ver <= 22) { infostream << "Client sent message not expected by a " << "client using protocol version <= 22," << "disconnecting peer_id: " << peer_id << std::endl; m_con.DisconnectPeer(peer_id); return; } PlayerSAO* playersao = StageTwoClientInit(peer_id); // If failed, cancel if (playersao == NULL) { errorstream << "TOSERVER_CLIENT_READY stage 2 client init failed for peer_id: " << peer_id << std::endl; m_con.DisconnectPeer(peer_id); return; } int version_patch = 0, version_tweak = 0; packet.convert_safe(TOSERVER_CLIENT_READY_VERSION_PATCH, &version_patch); packet.convert_safe(TOSERVER_CLIENT_READY_VERSION_TWEAK, &version_tweak); if (version_tweak) {} //no warn todo remove m_clients.setClientVersion( peer_id, packet[TOSERVER_CLIENT_READY_VERSION_MAJOR].as<int>(), packet[TOSERVER_CLIENT_READY_VERSION_MINOR].as<int>(), version_patch, //version_tweak, packet[TOSERVER_CLIENT_READY_VERSION_STRING].as<std::string>() ); m_clients.event(peer_id, CSE_SetClientReady); m_script->on_joinplayer(playersao); stat.add("join", playersao->getPlayer()->getName()); } if (m_clients.getClientState(peer_id) < CS_Active) { if (command == TOSERVER_PLAYERPOS) return; errorstream<<"Got packet command: " << command << " for peer id " << peer_id << " but client isn't active yet. Dropping packet " <<std::endl; return; } Player *player = m_env->getPlayer(peer_id); if(player == NULL) { /* verbosestream<<"Server::ProcessData(): Canceling: " "No player for peer_id="<<peer_id << " disconnecting peer!" <<std::endl; */ m_con.DisconnectPeer(peer_id); return; } PlayerSAO *playersao = player->getPlayerSAO(); if(playersao == NULL) { errorstream<<"Server::ProcessData(): Canceling: " "No player object for peer_id="<<peer_id << " disconnecting peer!" <<std::endl; m_con.DisconnectPeer(peer_id); return; } if(command == TOSERVER_PLAYERPOS) { // If player is dead we don't care of this packet if (player->hp != 0 && playersao->m_ms_from_last_respawn > 1000) player->setPosition(packet[TOSERVER_PLAYERPOS_POSITION].as<v3f>()); player->setSpeed(packet[TOSERVER_PLAYERPOS_SPEED].as<v3f>()); player->setPitch(modulo360f(packet[TOSERVER_PLAYERPOS_PITCH].as<f32>())); player->setYaw(modulo360f(packet[TOSERVER_PLAYERPOS_YAW].as<f32>())); u32 keyPressed = packet[TOSERVER_PLAYERPOS_KEY_PRESSED].as<u32>(); player->keyPressed = keyPressed; { std::lock_guard<std::mutex> lock(player->control_mutex); player->control.up = (bool)(keyPressed&1); player->control.down = (bool)(keyPressed&2); player->control.left = (bool)(keyPressed&4); player->control.right = (bool)(keyPressed&8); player->control.jump = (bool)(keyPressed&16); player->control.aux1 = (bool)(keyPressed&32); player->control.sneak = (bool)(keyPressed&64); player->control.LMB = (bool)(keyPressed&128); player->control.RMB = (bool)(keyPressed&256); } auto old_pos = playersao->m_last_good_position; if(playersao->checkMovementCheat()){ // Call callbacks m_script->on_cheat(playersao, "moved_too_fast"); SendMovePlayer(peer_id); } else if (playersao->m_ms_from_last_respawn > 3000) { auto dist = (old_pos/BS).getDistanceFrom(playersao->m_last_good_position/BS); if (dist) stat.add("move", playersao->getPlayer()->getName(), dist); } if (playersao->m_ms_from_last_respawn > 2000) { auto obj = playersao; // copypasted from server step: auto uptime = m_uptime.get(); if (!obj->m_uptime_last) // not very good place, but minimum modifications obj->m_uptime_last = uptime - 0.1; if (uptime - obj->m_uptime_last > 0.5) { obj->step(uptime - obj->m_uptime_last, true); //todo: maybe limit count per time obj->m_uptime_last = uptime; } } /*infostream<<"Server::ProcessData(): Moved player "<<peer_id<<" to " <<"("<<position.X<<","<<position.Y<<","<<position.Z<<")" <<" pitch="<<pitch<<" yaw="<<yaw<<std::endl;*/ } else if(command == TOSERVER_DELETEDBLOCKS) { std::vector<v3s16> deleted_blocks; packet[TOSERVER_DELETEDBLOCKS_DATA].convert(&deleted_blocks); RemoteClient *client = getClient(peer_id); for (auto &block : deleted_blocks) client->SetBlockDeleted(block); } else if(command == TOSERVER_INVENTORY_ACTION) { std::string datastring; packet[TOSERVER_INVENTORY_ACTION_DATA].convert(&datastring); std::istringstream is(datastring, std::ios_base::binary); // Create an action InventoryAction *a = InventoryAction::deSerialize(is); if(a == NULL) { infostream<<"TOSERVER_INVENTORY_ACTION: " <<"InventoryAction::deSerialize() returned NULL" <<std::endl; return; } // If something goes wrong, this player is to blame RollbackScopeActor rollback_scope(m_rollback, std::string("player:")+player->getName()); /* Note: Always set inventory not sent, to repair cases where the client made a bad prediction. */ /* Handle restrictions and special cases of the move action */ if(a->getType() == IACTION_MOVE) { IMoveAction *ma = (IMoveAction*)a; ma->from_inv.applyCurrentPlayer(player->getName()); ma->to_inv.applyCurrentPlayer(player->getName()); setInventoryModified(ma->from_inv, false); setInventoryModified(ma->to_inv, false); bool from_inv_is_current_player = (ma->from_inv.type == InventoryLocation::PLAYER) && (ma->from_inv.name == player->getName()); bool to_inv_is_current_player = (ma->to_inv.type == InventoryLocation::PLAYER) && (ma->to_inv.name == player->getName()); /* Disable moving items out of craftpreview */ if(ma->from_list == "craftpreview") { infostream<<"Ignoring IMoveAction from " <<(ma->from_inv.dump())<<":"<<ma->from_list <<" to "<<(ma->to_inv.dump())<<":"<<ma->to_list <<" because src is "<<ma->from_list<<std::endl; delete a; return; } /* Disable moving items into craftresult and craftpreview */ if(ma->to_list == "craftpreview" || ma->to_list == "craftresult") { infostream<<"Ignoring IMoveAction from " <<(ma->from_inv.dump())<<":"<<ma->from_list <<" to "<<(ma->to_inv.dump())<<":"<<ma->to_list <<" because dst is "<<ma->to_list<<std::endl; delete a; return; } // Disallow moving items in elsewhere than player's inventory // if not allowed to interact if(!checkPriv(player->getName(), "interact") && (!from_inv_is_current_player || !to_inv_is_current_player)) { infostream<<"Cannot move outside of player's inventory: " <<"No interact privilege"<<std::endl; delete a; return; } } /* Handle restrictions and special cases of the drop action */ else if(a->getType() == IACTION_DROP) { IDropAction *da = (IDropAction*)a; da->from_inv.applyCurrentPlayer(player->getName()); setInventoryModified(da->from_inv, false); /* Disable dropping items out of craftpreview */ if(da->from_list == "craftpreview") { infostream<<"Ignoring IDropAction from " <<(da->from_inv.dump())<<":"<<da->from_list <<" because src is "<<da->from_list<<std::endl; delete a; return; } // Disallow dropping items if not allowed to interact if(!checkPriv(player->getName(), "interact")) { delete a; return; } stat.add("drop", player->getName()); } /* Handle restrictions and special cases of the craft action */ else if(a->getType() == IACTION_CRAFT) { ICraftAction *ca = (ICraftAction*)a; ca->craft_inv.applyCurrentPlayer(player->getName()); setInventoryModified(ca->craft_inv, false); //bool craft_inv_is_current_player = // (ca->craft_inv.type == InventoryLocation::PLAYER) && // (ca->craft_inv.name == player->getName()); // Disallow crafting if not allowed to interact if(!checkPriv(player->getName(), "interact")) { infostream<<"Cannot craft: " <<"No interact privilege"<<std::endl; delete a; return; } stat.add("craft", player->getName()); } // Do the action a->apply(this, playersao, this); // Eat the action delete a; SendInventory(playersao); } else if(command == TOSERVER_CHAT_MESSAGE) { std::string message = packet[TOSERVER_CHAT_MESSAGE_DATA].as<std::string>(); // If something goes wrong, this player is to blame RollbackScopeActor rollback_scope(m_rollback, std::string("player:")+player->getName()); // Get player name of this client std::string name = player->getName(); // Run script hook bool ate = m_script->on_chat_message(player->getName(), message); // If script ate the message, don't proceed if(ate) return; // Line to send to players std::string line; // Whether to send to other players bool send_to_others = false; // Commands are implemented in Lua, so only catch invalid // commands that were not "eaten" and send an error back if(message[0] == '/') { message = message.substr(1); if(message.length() == 0) line += "-!- Empty command"; else // TODO: str_split(message, ' ')[0] line += "-!- Invalid command: " + message; } else { if(checkPriv(player->getName(), "shout")){ line += "<"; line += name; line += "> "; line += message; send_to_others = true; } else line += "-!- You don't have permission to shout."; } if(!line.empty()) { if(send_to_others) { stat.add("chat", player->getName()); actionstream<<"CHAT: "<<line<<std::endl; SendChatMessage(PEER_ID_INEXISTENT, line); } else SendChatMessage(peer_id, line); } } else if(command == TOSERVER_DAMAGE) { u8 damage = packet[TOSERVER_DAMAGE_VALUE].as<u8>(); if(g_settings->getBool("enable_damage")) { actionstream<<player->getName()<<" damaged by " <<(int)damage<<" hp at "<<PP(player->getPosition()/BS) <<std::endl; playersao->setHP(playersao->getHP() - damage); SendPlayerHPOrDie(playersao); stat.add("damage", player->getName(), damage); } } else if(command == TOSERVER_BREATH) { /* * If player is dead, we don't need to update the breath * He is dead ! */ if (!player->isDead()) { playersao->setBreath(packet[TOSERVER_BREATH_VALUE].as<u16>()); SendPlayerBreath(peer_id); } } else if(command == TOSERVER_CHANGE_PASSWORD) { std::string oldpwd, newpwd; packet[TOSERVER_CHANGE_PASSWORD_OLD].convert(&oldpwd); packet[TOSERVER_CHANGE_PASSWORD_NEW].convert(&newpwd); if(!base64_is_valid(newpwd)){ infostream<<"Server: "<<player->getName()<<" supplied invalid password hash"<<std::endl; // Wrong old password supplied!! SendChatMessage(peer_id, "Invalid new password hash supplied. Password NOT changed."); return; } infostream<<"Server: Client requests a password change from " <<"'"<<oldpwd<<"' to '"<<newpwd<<"'"<<std::endl; std::string playername = player->getName(); std::string checkpwd; m_script->getAuth(playername, &checkpwd, NULL); if(oldpwd != checkpwd) { infostream<<"Server: invalid old password"<<std::endl; // Wrong old password supplied!! SendChatMessage(peer_id, "Invalid old password supplied. Password NOT changed."); return; } bool success = m_script->setPassword(playername, newpwd); if(success){ actionstream<<player->getName()<<" changes password"<<std::endl; SendChatMessage(peer_id, "Password change successful."); } else { actionstream<<player->getName()<<" tries to change password but " <<"it fails"<<std::endl; SendChatMessage(peer_id, "Password change failed or inavailable."); } } else if(command == TOSERVER_PLAYERITEM) { u16 item = packet[TOSERVER_PLAYERITEM_VALUE].as<u16>(); playersao->setWieldIndex(item); } else if(command == TOSERVER_RESPAWN) { if(!player->isDead()) return; RespawnPlayer(peer_id); actionstream << player->getName() << " respawns at " << PP(player->getPosition()/BS) << std::endl; // ActiveObject is added to environment in AsyncRunStep after // the previous addition has been successfully removed } else if(command == TOSERVER_INTERACT) { u8 action; u16 item_i; PointedThing pointed; packet[TOSERVER_INTERACT_ACTION].convert(&action); packet[TOSERVER_INTERACT_ITEM].convert(&item_i); packet[TOSERVER_INTERACT_POINTED_THING].convert(&pointed); if(player->hp == 0) { verbosestream<<"TOSERVER_INTERACT: "<<player->getName() <<" tried to interact, but is dead!"<<std::endl; return; } #if !ENABLE_THREADS auto lock = m_env->getMap().m_nothread_locker.lock_unique_rec(); #endif v3f player_pos = playersao->getLastGoodPosition(); // Update wielded item playersao->setWieldIndex(item_i); // Get pointed to node (undefined if not POINTEDTYPE_NODE) v3s16 p_under = pointed.node_undersurface; v3s16 p_above = pointed.node_abovesurface; // Get pointed to object (NULL if not POINTEDTYPE_OBJECT) ServerActiveObject *pointed_object = NULL; if(pointed.type == POINTEDTHING_OBJECT) { pointed_object = m_env->getActiveObject(pointed.object_id); if(pointed_object == NULL) { verbosestream<<"TOSERVER_INTERACT: " "pointed object is NULL"<<std::endl; return; } } v3f pointed_pos_under = player_pos; v3f pointed_pos_above = player_pos; if(pointed.type == POINTEDTHING_NODE) { pointed_pos_under = intToFloat(p_under, BS); pointed_pos_above = intToFloat(p_above, BS); } else if(pointed.type == POINTEDTHING_OBJECT) { pointed_pos_under = pointed_object->getBasePosition(); pointed_pos_above = pointed_pos_under; } /* Check that target is reasonably close (only when digging or placing things) */ if(action == 0 || action == 2 || action == 3) { float d = player_pos.getDistanceFrom(pointed_pos_under); float max_d = BS * 14; // Just some large enough value if(d > max_d){ actionstream<<"Player "<<player->getName() <<" tried to access "<<pointed.dump() <<" from too far: " <<"d="<<d<<", max_d="<<max_d <<". ignoring."<<std::endl; // Re-send block to revert change on client-side RemoteClient *client = getClient(peer_id); v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); client->SetBlockNotSent(blockpos); // Call callbacks m_script->on_cheat(playersao, "interacted_too_far"); // Do nothing else return; } } /* Make sure the player is allowed to do it */ if(!checkPriv(player->getName(), "interact")) { actionstream<<player->getName()<<" attempted to interact with " <<pointed.dump()<<" without 'interact' privilege" <<std::endl; // Re-send block to revert change on client-side RemoteClient *client = getClient(peer_id); // Digging completed -> under if(action == 2){ v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); client->SetBlockNotSent(blockpos); } // Placement -> above if(action == 3){ v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS)); client->SetBlockNotSent(blockpos); } stat.add("interact_denied", player->getName()); return; } /* If something goes wrong, this player is to blame */ RollbackScopeActor rollback_scope(m_rollback, std::string("player:")+player->getName()); /* 0: start digging or punch object */ if(action == 0) { if(pointed.type == POINTEDTHING_NODE) { /* NOTE: This can be used in the future to check if somebody is cheating, by checking the timing. */ MapNode n(CONTENT_IGNORE); bool pos_ok; n = m_env->getMap().getNodeNoEx(p_under, &pos_ok); if (pos_ok) n = m_env->getMap().getNodeNoEx(p_under, &pos_ok); if (!pos_ok) { infostream<<"Server: Not punching: Node not found." <<" Adding block to emerge queue." <<std::endl; m_emerge->enqueueBlockEmerge(peer_id, getNodeBlockPos(p_above), false); } if(n.getContent() != CONTENT_IGNORE) m_script->node_on_punch(p_under, n, playersao, pointed); // Cheat prevention playersao->noCheatDigStart(p_under); } else if(pointed.type == POINTEDTHING_OBJECT) { // Skip if object has been removed if(pointed_object->m_removed) return; actionstream<<player->getName()<<" punches object " <<pointed.object_id<<": " <<pointed_object->getDescription()<<std::endl; ItemStack punchitem = playersao->getWieldedItem(); ToolCapabilities toolcap = punchitem.getToolCapabilities(m_itemdef); v3f dir = (pointed_object->getBasePosition() - (player->getPosition() + player->getEyeOffset()) ).normalize(); float time_from_last_punch = playersao->resetTimeFromLastPunch(); s16 src_original_hp = pointed_object->getHP(); s16 dst_origin_hp = playersao->getHP(); pointed_object->punch(dir, &toolcap, playersao, time_from_last_punch); // If the object is a player and its HP changed if (src_original_hp != pointed_object->getHP() && pointed_object->getType() == ACTIVEOBJECT_TYPE_PLAYER) { SendPlayerHPOrDie(((PlayerSAO*)pointed_object)); } // If the puncher is a player and its HP changed if (dst_origin_hp != playersao->getHP()) { SendPlayerHPOrDie(playersao); } stat.add("punch", player->getName()); } } // action == 0 /* 1: stop digging */ else if(action == 1) { } // action == 1 /* 2: Digging completed */ else if(action == 2) { // Only digging of nodes if(pointed.type == POINTEDTHING_NODE) { bool pos_ok; MapNode n = m_env->getMap().getNodeNoEx(p_under, &pos_ok); if (!pos_ok) { infostream << "Server: Not finishing digging: Node not found." << " Adding block to emerge queue." << std::endl; m_emerge->enqueueBlockEmerge(peer_id, getNodeBlockPos(p_above), false); } /* Cheat prevention */ bool is_valid_dig = true; if(!isSingleplayer() && !g_settings->getBool("disable_anticheat")) { v3s16 nocheat_p = playersao->getNoCheatDigPos(); float nocheat_t = playersao->getNoCheatDigTime(); playersao->noCheatDigEnd(); // If player didn't start digging this, ignore dig if(nocheat_p != p_under){ infostream<<"Server: NoCheat: "<<player->getName() <<" started digging " <<PP(nocheat_p)<<" and completed digging " <<PP(p_under)<<"; not digging."<<std::endl; is_valid_dig = false; // Call callbacks m_script->on_cheat(playersao, "finished_unknown_dig"); } // Get player's wielded item ItemStack playeritem; InventoryList *mlist = playersao->getInventory()->getList("main"); if(mlist != NULL) playeritem = mlist->getItem(playersao->getWieldIndex()); ToolCapabilities playeritem_toolcap = playeritem.getToolCapabilities(m_itemdef); // Get diggability and expected digging time DigParams params = getDigParams(m_nodedef->get(n).groups, &playeritem_toolcap); // If can't dig, try hand if(!params.diggable){ const ItemDefinition &hand = m_itemdef->get(""); const ToolCapabilities *tp = hand.tool_capabilities; if(tp) params = getDigParams(m_nodedef->get(n).groups, tp); } // If can't dig, ignore dig if(!params.diggable){ infostream<<"Server: NoCheat: "<<player->getName() <<" completed digging "<<PP(p_under) <<", which is not diggable with tool. not digging." <<std::endl; is_valid_dig = false; // Call callbacks m_script->on_cheat(playersao, "dug_unbreakable"); } // Check digging time // If already invalidated, we don't have to if(!is_valid_dig){ // Well not our problem then } // Clean and long dig else if(params.time > 2.0 && nocheat_t * 1.2 > params.time){ // All is good, but grab time from pool; don't care if // it's actually available playersao->getDigPool().grab(params.time); } // Short or laggy dig // Try getting the time from pool else if(playersao->getDigPool().grab(params.time)){ // All is good } // Dig not possible else{ infostream<<"Server: NoCheat: "<<player->getName() <<" completed digging "<<PP(p_under) <<"too fast; not digging."<<std::endl; is_valid_dig = false; // Call callbacks m_script->on_cheat(playersao, "dug_too_fast"); } } /* Actually dig node */ if(is_valid_dig && n.getContent() != CONTENT_IGNORE) { m_script->node_on_dig(p_under, n, playersao); stat.add("dig", player->getName()); stat.add("dig_"+ m_nodedef->get(n).name , player->getName()); } v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); RemoteClient *client = getClient(peer_id); // Send unusual result (that is, node not being removed) if(m_env->getMap().getNodeNoEx(p_under).getContent() != CONTENT_AIR) { // Re-send block to revert change on client-side client->SetBlockNotSent(blockpos); } else { client->ResendBlockIfOnWire(blockpos); } } } // action == 2 /* 3: place block or right-click object */ else if(action == 3) { ItemStack item = playersao->getWieldedItem(); // Reset build time counter if(pointed.type == POINTEDTHING_NODE && item.getDefinition(m_itemdef).type == ITEM_NODE) getClient(peer_id)->m_time_from_building = 0.0; if(pointed.type == POINTEDTHING_OBJECT) { // Right click object // Skip if object has been removed if(pointed_object->m_removed) return; /* android bug - too many actionstream<<player->getName()<<" right-clicks object " <<pointed.object_id<<": " <<pointed_object->getDescription()<<std::endl; */ // Do stuff pointed_object->rightClick(playersao); } else if(m_script->item_OnPlace( item, playersao, pointed)) { // Placement was handled in lua // Apply returned ItemStack if (playersao->setWieldedItem(item)) { SendInventory(playersao); } stat.add("place", player->getName()); //stat.add("place_" + item.name, player->getName()); } // If item has node placement prediction, always send the // blocks to make sure the client knows what exactly happened RemoteClient *client = getClient(peer_id); v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS)); v3s16 blockpos2 = getNodeBlockPos(floatToInt(pointed_pos_under, BS)); if(item.getDefinition(m_itemdef).node_placement_prediction != "") { client->SetBlockNotSent(blockpos); if(blockpos2 != blockpos) { client->SetBlockNotSent(blockpos2); } } else { client->ResendBlockIfOnWire(blockpos); if(blockpos2 != blockpos) { client->ResendBlockIfOnWire(blockpos2); } } } // action == 3 /* 4: use */ else if(action == 4) { ItemStack item = playersao->getWieldedItem(); actionstream<<player->getName()<<" uses "<<item.name <<", pointing at "<<pointed.dump()<<std::endl; if(m_script->item_OnUse( item, playersao, pointed)) { // Apply returned ItemStack if (playersao->setWieldedItem(item)) { SendInventory(playersao); } stat.add("use", player->getName()); stat.add("use_" + item.name, player->getName()); } } // action == 4 /* Catch invalid actions */ else { infostream<<"WARNING: Server: Invalid action " <<action<<std::endl; } } else if(command == TOSERVER_REMOVED_SOUNDS) { std::vector<s32> removed_ids; packet[TOSERVER_REMOVED_SOUNDS_IDS].convert(&removed_ids); for (auto id : removed_ids) { std::map<s32, ServerPlayingSound>::iterator i = m_playing_sounds.find(id); if(i == m_playing_sounds.end()) continue; ServerPlayingSound &psound = i->second; psound.clients.erase(peer_id); if(psound.clients.empty()) m_playing_sounds.erase(i); } } else if(command == TOSERVER_NODEMETA_FIELDS) { v3s16 p = packet[TOSERVER_NODEMETA_FIELDS_POS].as<v3s16>(); std::string formname = packet[TOSERVER_NODEMETA_FIELDS_FORMNAME].as<std::string>(); std::map<std::string, std::string> fields; packet[TOSERVER_NODEMETA_FIELDS_DATA].convert(&fields); // If something goes wrong, this player is to blame RollbackScopeActor rollback_scope(m_rollback, std::string("player:")+player->getName()); // Check the target node for rollback data; leave others unnoticed RollbackNode rn_old(&m_env->getMap(), p, this); m_script->node_on_receive_fields(p, formname, fields,playersao); // Report rollback data RollbackNode rn_new(&m_env->getMap(), p, this); if(rollback() && rn_new != rn_old){ RollbackAction action; action.setSetNode(p, rn_old, rn_new); rollback()->reportAction(action); } } else if(command == TOSERVER_INVENTORY_FIELDS) { std::string formname; std::map<std::string, std::string> fields; packet[TOSERVER_INVENTORY_FIELDS_FORMNAME].convert(&formname); packet[TOSERVER_INVENTORY_FIELDS_DATA].convert(&fields); m_script->on_playerReceiveFields(playersao, formname, fields); } else if(command == TOSERVER_DRAWCONTROL) { auto client = getClient(peer_id); auto lock = client->lock_unique_rec(); client->wanted_range = packet[TOSERVER_DRAWCONTROL_WANTED_RANGE].as<u32>(); client->range_all = packet[TOSERVER_DRAWCONTROL_RANGE_ALL].as<u32>(); client->farmesh = packet[TOSERVER_DRAWCONTROL_FARMESH].as<u8>(); client->fov = packet[TOSERVER_DRAWCONTROL_FOV].as<f32>(); //client->block_overflow = packet[TOSERVER_DRAWCONTROL_BLOCK_OVERFLOW].as<bool>(); } else { infostream<<"Server::ProcessData(): Ignoring " "unknown command "<<command<<std::endl; } } //try catch(SendFailedException &e) { errorstream<<"Server::ProcessData(): SendFailedException: " <<"what="<<e.what() <<std::endl; } }
/* Propagates sunlight down through the block. Doesn't modify nodes that are not affected by sunlight. Returns false if sunlight at bottom block is invalid. Returns true if sunlight at bottom block is valid. Returns true if bottom block doesn't exist. If there is a block above, continues from it. If there is no block above, assumes there is sunlight, unless is_underground is set or highest node is water. All sunlighted nodes are added to light_sources. if remove_light==true, sets non-sunlighted nodes black. if black_air_left!=NULL, it is set to true if non-sunlighted air is left in block. */ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, bool remove_light, bool *black_air_left) { INodeDefManager *nodemgr = m_gamedef->ndef(); // Whether the sunlight at the top of the bottom block is valid bool block_below_is_valid = true; v3s16 pos_relative = getPosRelative(); for(s16 x=0; x<MAP_BLOCKSIZE; x++) { for(s16 z=0; z<MAP_BLOCKSIZE; z++) { #if 1 bool no_sunlight = false; bool no_top_block = false; // Check if node above block has sunlight try{ MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z)); if(n.getContent() == CONTENT_IGNORE) { // Trust heuristics no_sunlight = is_underground; } else if(n.getLight(LIGHTBANK_DAY, m_gamedef->ndef()) != LIGHT_SUN) { no_sunlight = true; } } catch(InvalidPositionException &e) { no_top_block = true; // NOTE: This makes over-ground roofed places sunlighted // Assume sunlight, unless is_underground==true if(is_underground) { no_sunlight = true; } else { MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z)); if(m_gamedef->ndef()->get(n).sunlight_propagates == false) { no_sunlight = true; } } // NOTE: As of now, this just would make everything dark. // No sunlight here //no_sunlight = true; } #endif #if 0 // Doesn't work; nothing gets light. bool no_sunlight = true; bool no_top_block = false; // Check if node above block has sunlight try{ MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z)); if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN) { no_sunlight = false; } } catch(InvalidPositionException &e) { no_top_block = true; } #endif /*std::cout<<"("<<x<<","<<z<<"): " <<"no_top_block="<<no_top_block <<", is_underground="<<is_underground <<", no_sunlight="<<no_sunlight <<std::endl;*/ s16 y = MAP_BLOCKSIZE-1; // This makes difference to diminishing in water. bool stopped_to_solid_object = false; u8 current_light = no_sunlight ? 0 : LIGHT_SUN; for(; y >= 0; y--) { v3s16 pos(x, y, z); MapNode &n = getNodeRef(pos); if(current_light == 0) { // Do nothing } else if(current_light == LIGHT_SUN && nodemgr->get(n).sunlight_propagates) { // Do nothing: Sunlight is continued } else if(nodemgr->get(n).light_propagates == false) { // A solid object is on the way. stopped_to_solid_object = true; // Light stops. current_light = 0; } else { // Diminish light current_light = diminish_light(current_light); } u8 old_light = n.getLight(LIGHTBANK_DAY, nodemgr); if(current_light > old_light || remove_light) { n.setLight(LIGHTBANK_DAY, current_light, nodemgr); } if(diminish_light(current_light) != 0) { light_sources.insert(pos_relative + pos, true); } if(current_light == 0 && stopped_to_solid_object) { if(black_air_left) { *black_air_left = true; } } } // Whether or not the block below should see LIGHT_SUN bool sunlight_should_go_down = (current_light == LIGHT_SUN); /* If the block below hasn't already been marked invalid: Check if the node below the block has proper sunlight at top. If not, the block below is invalid. Ignore non-transparent nodes as they always have no light */ try { if(block_below_is_valid) { MapNode n = getNodeParent(v3s16(x, -1, z)); if(nodemgr->get(n).light_propagates) { if(n.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN && sunlight_should_go_down == false) block_below_is_valid = false; else if(n.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN && sunlight_should_go_down == true) block_below_is_valid = false; } }//if }//try catch(InvalidPositionException &e) { /*std::cout<<"InvalidBlockException for bottom block node" <<std::endl;*/ // Just no block below, no need to panic. } } } return block_below_is_valid; }
void Run() { TC parent; MapBlock b(&parent, v3s16(1,1,1)); v3s16 relpos(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE); UASSERT(b.getPosRelative() == relpos); UASSERT(b.getBox().MinEdge.X == MAP_BLOCKSIZE); UASSERT(b.getBox().MaxEdge.X == MAP_BLOCKSIZE*2-1); UASSERT(b.getBox().MinEdge.Y == MAP_BLOCKSIZE); UASSERT(b.getBox().MaxEdge.Y == MAP_BLOCKSIZE*2-1); UASSERT(b.getBox().MinEdge.Z == MAP_BLOCKSIZE); UASSERT(b.getBox().MaxEdge.Z == MAP_BLOCKSIZE*2-1); UASSERT(b.isValidPosition(v3s16(0,0,0)) == true); UASSERT(b.isValidPosition(v3s16(-1,0,0)) == false); UASSERT(b.isValidPosition(v3s16(-1,-142,-2341)) == false); UASSERT(b.isValidPosition(v3s16(-124,142,2341)) == false); UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true); UASSERT(b.isValidPosition(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE,MAP_BLOCKSIZE-1)) == false); /* TODO: this method should probably be removed if the block size isn't going to be set variable */ /*UASSERT(b.getSizeNodes() == v3s16(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE));*/ // Changed flag should be initially set UASSERT(b.getModified() == MOD_STATE_WRITE_NEEDED); b.resetModified(); UASSERT(b.getModified() == MOD_STATE_CLEAN); // All nodes should have been set to // .d=CONTENT_IGNORE and .getLight() = 0 for(u16 z=0; z<MAP_BLOCKSIZE; z++) for(u16 y=0; y<MAP_BLOCKSIZE; y++) for(u16 x=0; x<MAP_BLOCKSIZE; x++) { //UASSERT(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_AIR); UASSERT(b.getNode(v3s16(x,y,z)).getContent() == CONTENT_IGNORE); UASSERT(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_DAY) == 0); UASSERT(b.getNode(v3s16(x,y,z)).getLight(LIGHTBANK_NIGHT) == 0); } { MapNode n(CONTENT_AIR); for(u16 z=0; z<MAP_BLOCKSIZE; z++) for(u16 y=0; y<MAP_BLOCKSIZE; y++) for(u16 x=0; x<MAP_BLOCKSIZE; x++) { b.setNode(v3s16(x,y,z), n); } } /* Parent fetch functions */ parent.position_valid = false; parent.node.setContent(5); MapNode n; // Positions in the block should still be valid UASSERT(b.isValidPositionParent(v3s16(0,0,0)) == true); UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1)) == true); n = b.getNodeParent(v3s16(0,MAP_BLOCKSIZE-1,0)); UASSERT(n.getContent() == CONTENT_AIR); // ...but outside the block they should be invalid UASSERT(b.isValidPositionParent(v3s16(-121,2341,0)) == false); UASSERT(b.isValidPositionParent(v3s16(-1,0,0)) == false); UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == false); { bool exception_thrown = false; try { // This should throw an exception MapNode n = b.getNodeParent(v3s16(0,0,-1)); } catch(InvalidPositionException &e) { exception_thrown = true; } UASSERT(exception_thrown); } parent.position_valid = true; // Now the positions outside should be valid UASSERT(b.isValidPositionParent(v3s16(-121,2341,0)) == true); UASSERT(b.isValidPositionParent(v3s16(-1,0,0)) == true); UASSERT(b.isValidPositionParent(v3s16(MAP_BLOCKSIZE-1,MAP_BLOCKSIZE-1,MAP_BLOCKSIZE)) == true); n = b.getNodeParent(v3s16(0,0,MAP_BLOCKSIZE)); UASSERT(n.getContent() == 5); /* Set a node */ v3s16 p(1,2,0); n.setContent(4); b.setNode(p, n); UASSERT(b.getNode(p).getContent() == 4); //TODO: Update to new system /*UASSERT(b.getNodeTile(p) == 4); UASSERT(b.getNodeTile(v3s16(-1,-1,0)) == 5);*/ /* propagateSunlight() */ // Set lighting of all nodes to 0 for(u16 z=0; z<MAP_BLOCKSIZE; z++) { for(u16 y=0; y<MAP_BLOCKSIZE; y++) { for(u16 x=0; x<MAP_BLOCKSIZE; x++) { MapNode n = b.getNode(v3s16(x,y,z)); n.setLight(LIGHTBANK_DAY, 0); n.setLight(LIGHTBANK_NIGHT, 0); b.setNode(v3s16(x,y,z), n); } } } { /* Check how the block handles being a lonely sky block */ parent.position_valid = true; b.setIsUnderground(false); parent.node.setContent(CONTENT_AIR); parent.node.setLight(LIGHTBANK_DAY, LIGHT_SUN); parent.node.setLight(LIGHTBANK_NIGHT, 0); core::map<v3s16, bool> light_sources; // The bottom block is invalid, because we have a shadowing node UASSERT(b.propagateSunlight(light_sources) == false); UASSERT(b.getNode(v3s16(1,4,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); UASSERT(b.getNode(v3s16(1,3,0)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); UASSERT(b.getNode(v3s16(1,2,0)).getLight(LIGHTBANK_DAY) == 0); UASSERT(b.getNode(v3s16(1,1,0)).getLight(LIGHTBANK_DAY) == 0); UASSERT(b.getNode(v3s16(1,0,0)).getLight(LIGHTBANK_DAY) == 0); UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == LIGHT_SUN); UASSERT(b.getFaceLight2(1000, p, v3s16(0,1,0)) == LIGHT_SUN); UASSERT(b.getFaceLight2(1000, p, v3s16(0,-1,0)) == 0); UASSERT(b.getFaceLight2(0, p, v3s16(0,-1,0)) == 0); // According to MapBlock::getFaceLight, // The face on the z+ side should have double-diminished light //UASSERT(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX))); // The face on the z+ side should have diminished light UASSERT(b.getFaceLight2(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX)); } /* Check how the block handles being in between blocks with some non-sunlight while being underground */ { // Make neighbours to exist and set some non-sunlight to them parent.position_valid = true; b.setIsUnderground(true); parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2); core::map<v3s16, bool> light_sources; // The block below should be valid because there shouldn't be // sunlight in there either UASSERT(b.propagateSunlight(light_sources, true) == true); // Should not touch nodes that are not affected (that is, all of them) //UASSERT(b.getNode(v3s16(1,2,3)).getLight() == LIGHT_SUN); // Should set light of non-sunlighted blocks to 0. UASSERT(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == 0); } /* Set up a situation where: - There is only air in this block - There is a valid non-sunlighted block at the bottom, and - Invalid blocks elsewhere. - the block is not underground. This should result in bottom block invalidity */ { b.setIsUnderground(false); // Clear block for(u16 z=0; z<MAP_BLOCKSIZE; z++) { for(u16 y=0; y<MAP_BLOCKSIZE; y++) { for(u16 x=0; x<MAP_BLOCKSIZE; x++) { MapNode n; n.setContent(CONTENT_AIR); n.setLight(LIGHTBANK_DAY, 0); b.setNode(v3s16(x,y,z), n); } } } // Make neighbours invalid parent.position_valid = false; // Add exceptions to the top of the bottom block for(u16 x=0; x<MAP_BLOCKSIZE; x++) for(u16 z=0; z<MAP_BLOCKSIZE; z++) { parent.validity_exceptions.push_back(v3s16(MAP_BLOCKSIZE+x, MAP_BLOCKSIZE-1, MAP_BLOCKSIZE+z)); } // Lighting value for the valid nodes parent.node.setLight(LIGHTBANK_DAY, LIGHT_MAX/2); core::map<v3s16, bool> light_sources; // Bottom block is not valid UASSERT(b.propagateSunlight(light_sources) == false); } }
/* Calculate smooth lighting at the XYZ- corner of p. Both light banks */ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) { static const v3s16 dirs8[8] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,1,0), v3s16(0,1,1), v3s16(1,0,0), v3s16(1,1,0), v3s16(1,0,1), v3s16(1,1,1), }; INodeDefManager *ndef = data->m_gamedef->ndef(); u16 ambient_occlusion = 0; u16 light_count = 0; u8 light_source_max = 0; u16 light_day = 0; u16 light_night = 0; for (u32 i = 0; i < 8; i++) { MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); // if it's CONTENT_IGNORE we can't do any light calculations if (n.getContent() == CONTENT_IGNORE) { continue; } const ContentFeatures &f = ndef->get(n); if (f.light_source > light_source_max) light_source_max = f.light_source; // Check f.solidness because fast-style leaves look better this way if (f.param_type == CPT_LIGHT && f.solidness != 2) { light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_count++; } else { ambient_occlusion++; } } if(light_count == 0) return 0xffff; light_day /= light_count; light_night /= light_count; // Boost brightness around light sources bool skip_ambient_occlusion_day = false; if(decode_light(light_source_max) >= light_day) { light_day = decode_light(light_source_max); skip_ambient_occlusion_day = true; } bool skip_ambient_occlusion_night = false; if(decode_light(light_source_max) >= light_night) { light_night = decode_light(light_source_max); skip_ambient_occlusion_night = true; } if (ambient_occlusion > 4) { //table of precalculated gamma space multiply factors //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2) static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 }; //calculate table index for gamma space multiplier ambient_occlusion -= 5; if (!skip_ambient_occlusion_day) light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); if (!skip_ambient_occlusion_night) light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); } return light_day | (light_night << 8); }
void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control, const CameraOrientation &cam, const PointedThing &pointed_old, float dtime) { v2u32 screensize = RenderingEngine::get_instance()->getWindowSize(); if (m_flags.show_debug) { static float drawtime_avg = 0; drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05; u16 fps = 1.0 / stats.dtime_jitter.avg; std::ostringstream os(std::ios_base::binary); os << std::fixed << PROJECT_NAME_C " " << g_version_hash << ", FPS: " << fps << std::setprecision(0) << ", drawtime: " << drawtime_avg << "ms" << std::setprecision(1) << ", dtime jitter: " << (stats.dtime_jitter.max_fraction * 100.0) << "%" << std::setprecision(1) << ", view range: " << (draw_control->range_all ? "All" : itos(draw_control->wanted_range)) << std::setprecision(3) << ", RTT: " << client->getRTT() << "s"; setStaticText(m_guitext, utf8_to_wide(os.str()).c_str()); m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X, 5 + g_fontengine->getTextHeight())); } // Finally set the guitext visible depending on the flag m_guitext->setVisible(m_flags.show_debug); if (m_flags.show_debug) { LocalPlayer *player = client->getEnv().getLocalPlayer(); v3f player_position = player->getPosition(); std::ostringstream os(std::ios_base::binary); os << std::setprecision(1) << std::fixed << "pos: (" << (player_position.X / BS) << ", " << (player_position.Y / BS) << ", " << (player_position.Z / BS) << "), yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° " << yawToDirectionString(cam.camera_yaw) << ", seed: " << ((u64)client->getMapSeed()); if (pointed_old.type == POINTEDTHING_NODE) { ClientMap &map = client->getEnv().getClientMap(); const NodeDefManager *nodedef = client->getNodeDefManager(); MapNode n = map.getNodeNoEx(pointed_old.node_undersurface); if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") { os << ", pointed: " << nodedef->get(n).name << ", param2: " << (u64) n.getParam2(); } } setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str()); m_guitext2->setRelativePosition(core::rect<s32>(5, 5 + g_fontengine->getTextHeight(), screensize.X, 5 + g_fontengine->getTextHeight() * 2 )); } m_guitext2->setVisible(m_flags.show_debug); setStaticText(m_guitext_info, translate_string(m_infotext).c_str()); m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0); static const float statustext_time_max = 1.5f; if (!m_statustext.empty()) { m_statustext_time += dtime; if (m_statustext_time >= statustext_time_max) { clearStatusText(); m_statustext_time = 0.0f; } } setStaticText(m_guitext_status, translate_string(m_statustext).c_str()); m_guitext_status->setVisible(!m_statustext.empty()); if (!m_statustext.empty()) { s32 status_width = m_guitext_status->getTextWidth(); s32 status_height = m_guitext_status->getTextHeight(); s32 status_y = screensize.Y - 150; s32 status_x = (screensize.X - status_width) / 2; m_guitext_status->setRelativePosition(core::rect<s32>(status_x , status_y - status_height, status_x + status_width, status_y)); // Fade out video::SColor final_color = m_statustext_initial_color; final_color.setAlpha(0); video::SColor fade_color = m_statustext_initial_color.getInterpolated_quadratic( m_statustext_initial_color, final_color, m_statustext_time / statustext_time_max); m_guitext_status->setOverrideColor(fade_color); m_guitext_status->enableOverrideColor(true); } }
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 ClientMap::updateDrawList(video::IVideoDriver* driver) { ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG); g_profiler->add("CM::updateDrawList() count", 1); for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin(); i != m_drawlist.end(); ++i) { MapBlock *block = i->second; block->refDrop(); } m_drawlist.clear(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. // Or maybe they aren't? Well whatever. camera_fov *= 1.2; v3s16 cam_pos_nodes = floatToInt(camera_position, BS); v3s16 p_blocks_min; v3s16 p_blocks_max; getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max); // Number of blocks in rendering range u32 blocks_in_range = 0; // Number of blocks occlusion culled u32 blocks_occlusion_culled = 0; // Number of blocks in rendering range but don't have a mesh u32 blocks_in_range_without_mesh = 0; // Blocks that had mesh that would have been drawn according to // rendering range (if max blocks limit didn't kick in) u32 blocks_would_have_drawn = 0; // Blocks that were drawn and had a mesh u32 blocks_drawn = 0; // Blocks which had a corresponding meshbuffer for this pass //u32 blocks_had_pass_meshbuf = 0; // Blocks from which stuff was actually drawn //u32 blocks_without_stuff = 0; // Distance to farthest drawn block float farthest_drawn = 0; // No occlusion culling when free_move is on and camera is // inside ground bool occlusion_culling_enabled = true; if (g_settings->getBool("free_move")) { MapNode n = getNodeNoEx(cam_pos_nodes); if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2) occlusion_culling_enabled = false; } for (std::map<v2s16, MapSector*>::iterator si = m_sectors.begin(); si != m_sectors.end(); ++si) { MapSector *sector = si->second; v2s16 sp = sector->getPos(); if (m_control.range_all == false) { if (sp.X < p_blocks_min.X || sp.X > p_blocks_max.X || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z) continue; } MapBlockVect sectorblocks; sector->getBlocks(sectorblocks); /* Loop through blocks in sector */ u32 sector_blocks_drawn = 0; for (MapBlockVect::iterator i = sectorblocks.begin(); i != sectorblocks.end(); ++i) { MapBlock *block = *i; /* Compare block position to camera position, skip if not seen on display */ if (block->mesh) block->mesh->updateCameraOffset(m_camera_offset); float range = 100000 * BS; if (!m_control.range_all) range = m_control.wanted_range * BS; float d = 0.0; if (!isBlockInSight(block->getPos(), camera_position, camera_direction, camera_fov, range, &d)) continue; blocks_in_range++; /* Ignore if mesh doesn't exist */ if (!block->mesh) { blocks_in_range_without_mesh++; continue; } /* Occlusion culling */ if (occlusion_culling_enabled && isBlockOccluded(block, cam_pos_nodes)) { blocks_occlusion_culled++; continue; } // This block is in range. Reset usage timer. block->resetUsageTimer(); // Limit block count in case of a sudden increase blocks_would_have_drawn++; if (blocks_drawn >= m_control.wanted_max_blocks && !m_control.range_all && d > m_control.wanted_range * BS) continue; // Add to set block->refGrab(); m_drawlist[block->getPos()] = block; sector_blocks_drawn++; blocks_drawn++; if (d / BS > farthest_drawn) farthest_drawn = d / BS; } // foreach sectorblocks if (sector_blocks_drawn != 0) m_last_drawn_sectors.insert(sp); } m_control.blocks_would_have_drawn = blocks_would_have_drawn; m_control.blocks_drawn = blocks_drawn; m_control.farthest_drawn = farthest_drawn; g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); if (blocks_in_range != 0) g_profiler->avg("CM: blocks in range without mesh (frac)", (float)blocks_in_range_without_mesh / blocks_in_range); g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: farthest drawn", farthest_drawn); g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks); }
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 = player->getLightPosition(); 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 LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, std::vector<CollisionInfo> *collision_info) { Map *map = &env->getMap(); INodeDefManager *nodemgr = m_gamedef->ndef(); v3f position = getPosition(); // Copy parent position if local player is attached if(isAttached) { setPosition(overridePosition); m_sneak_node_exists = false; return; } // Skip collision detection if noclip mode is used bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool noclip = m_gamedef->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); if (free_move) { position += m_speed * dtime; setPosition(position); m_sneak_node_exists = false; return; } /* Collision detection */ bool is_valid_position; MapNode node; v3s16 pp; /* Check if player is in liquid (the oscillating value) */ // If in liquid, the threshold of coming out is at higher y if (in_liquid) { pp = floatToInt(position + v3f(0,BS*0.1,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } // If not in liquid, the threshold of going in is at lower y else { pp = floatToInt(position + v3f(0,BS*0.5,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } /* Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0,0,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); } else { in_liquid_stable = false; } /* Check if player is climbing */ pp = floatToInt(position + v3f(0,0.5*BS,0), BS); v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) { is_climbing = false; } else { is_climbing = (nodemgr->get(node.getContent()).climbable || nodemgr->get(node2.getContent()).climbable) && !free_move; } /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ //f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother f32 d = 0.15*BS; // This should always apply, otherwise there are glitches sanity_check(d > pos_max_d); // Maximum distance over border for sneaking f32 sneak_max = BS*0.4; /* If sneaking, keep in range from the last walked node and don't fall off from it */ if (control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && physics_override_sneak && !got_teleported) { f32 maxd = 0.5 * BS + sneak_max; v3f lwn_f = intToFloat(m_sneak_node, BS); position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd); position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd); if (!is_climbing) { // Move up if necessary f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax; if (position.Y < new_y) position.Y = new_y; /* Collision seems broken, since player is sinking when sneaking over the edges of current sneaking_node. TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y. */ if (m_speed.Y < 0) m_speed.Y = 0; } } if (got_teleported) got_teleported = false; // this shouldn't be hardcoded but transmitted from server float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); #ifdef __ANDROID__ player_stepheight += (0.6 * BS); #endif v3f accel_f = v3f(0,0,0); collisionMoveResult result = collisionMoveSimple(env, m_gamedef, pos_max_d, m_collisionbox, player_stepheight, dtime, &position, &m_speed, accel_f); /* If the player's feet touch the topside of any node, this is set to true. Player is allowed to jump when this is true. */ bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; //bool standing_on_unloaded = result.standing_on_unloaded; /* Check the nodes under the player to see from which node the player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ f32 position_y_mod = 0.05 * BS; if (m_sneak_node_bb_ymax > 0) position_y_mod = m_sneak_node_bb_ymax - position_y_mod; v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); if (m_sneak_node_exists && nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; } if (m_need_to_get_new_sneak_node && physics_override_sneak) { m_sneak_node_bb_ymax = 0; v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 0), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0 * BS; // If already seeking from some node, compare to it. /*if(m_sneak_node_exists) { v3f sneaknode_pf = intToFloat(m_sneak_node, BS); v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z); f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df); f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y); // Ignore if player is not on the same level (likely dropped) if(d_vert_f < 0.15*BS) min_distance_f = d_horiz_f; }*/ v3s16 new_sneak_node = m_sneak_node; for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) { v3s16 p = pos_i_bottom + v3s16(x,0,z); v3f pf = intToFloat(p, BS); v2f node_p2df(pf.X, pf.Z); f32 distance_f = player_p2df.getDistanceFrom(node_p2df); f32 max_axis_distance_f = MYMAX( fabs(player_p2df.X-node_p2df.X), fabs(player_p2df.Y-node_p2df.Y)); if(distance_f > min_distance_f || max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS) continue; // The node to be sneaked on has to be walkable node = map->getNodeNoEx(p, &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable == false) continue; // And the node above it has to be nonwalkable node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) { continue; } if (!physics_override_sneak_glitch) { node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; } min_distance_f = distance_f; new_sneak_node = p; } bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; if (sneak_node_found) { f32 cb_max = 0; MapNode n = map->getNodeNoEx(m_sneak_node); std::vector<aabb3f> nodeboxes; n.getCollisionBoxes(nodemgr, &nodeboxes); for (std::vector<aabb3f>::iterator it = nodeboxes.begin(); it != nodeboxes.end(); ++it) { aabb3f box = *it; if (box.MaxEdge.Y > cb_max) cb_max = box.MaxEdge.Y; } m_sneak_node_bb_ymax = cb_max; } /* If sneaking, the player's collision box can be in air, so this has to be set explicitly */ if(sneak_node_found && control.sneak) touching_ground = true; } /* Set new position */ setPosition(position); /* Report collisions */ // Dont report if flying if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { for(size_t i=0; i<result.collisions.size(); i++) { const CollisionInfo &info = result.collisions[i]; collision_info->push_back(info); } } if(!result.standing_on_object && !touching_ground_was && touching_ground) { MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); m_gamedef->event()->put(e); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1; } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); MapNode n = map->getNodeNoEx(camera_np); if(n.getContent() != CONTENT_IGNORE){ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; } } } /* Update the node last under the player */ m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS); m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos())); // Determine if jumping is possible m_can_jump = touching_ground && !in_liquid; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5 * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1) { // Reduce boost when speed already is high m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 )); } else { m_speed.Y += jumpspeed; } setSpeed(m_speed); m_can_jump = false; } }
void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { // 340ms @cs=8 TimeTaker timer1("flow mud"); // Iterate a few times for(s16 k = 0; k < 3; k++) { for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++) for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) { // Invert coordinates every 2nd iteration if (k % 2 == 0) { x = mudflow_maxpos - (x - mudflow_minpos); z = mudflow_maxpos - (z - mudflow_minpos); } // Node position in 2d v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z); v3s16 em = vm->m_area.getExtent(); u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y); s16 y = node_max.Y; while(y >= node_min.Y) { for(;; y--) { MapNode *n = NULL; // Find mud for(; y >= node_min.Y; y--) { n = &vm->m_data[i]; if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass || n->getContent() == c_gravel) break; vm->m_area.add_y(em, i, -1); } // Stop if out of area //if(vmanip.m_area.contains(i) == false) if (y < node_min.Y) break; if (n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) { // Make it exactly mud n->setContent(c_dirt); // Don't flow it if the stuff under it is not mud { u32 i2 = i; vm->m_area.add_y(em, i2, -1); // Cancel if out of area if(vm->m_area.contains(i2) == false) continue; MapNode *n2 = &vm->m_data[i2]; if (n2->getContent() != c_dirt && n2->getContent() != c_dirt_with_grass) continue; } } v3s16 dirs4[4] = { v3s16(0,0,1), // back v3s16(1,0,0), // right v3s16(0,0,-1), // front v3s16(-1,0,0), // left }; // Check that upper is air or doesn't exist. // Cancel dropping if upper keeps it in place u32 i3 = i; vm->m_area.add_y(em, i3, 1); if (vm->m_area.contains(i3) == true && ndef->get(vm->m_data[i3]).walkable) continue; // Drop mud on side for(u32 di=0; di<4; di++) { v3s16 dirp = dirs4[di]; u32 i2 = i; // Move to side vm->m_area.add_p(em, i2, dirp); // Fail if out of area if (vm->m_area.contains(i2) == false) continue; // Check that side is air MapNode *n2 = &vm->m_data[i2]; if (ndef->get(*n2).walkable) continue; // Check that under side is air vm->m_area.add_y(em, i2, -1); if (vm->m_area.contains(i2) == false) continue; n2 = &vm->m_data[i2]; if (ndef->get(*n2).walkable) continue; // Loop further down until not air bool dropped_to_unknown = false; do { vm->m_area.add_y(em, i2, -1); n2 = &vm->m_data[i2]; // if out of known area if(vm->m_area.contains(i2) == false || n2->getContent() == CONTENT_IGNORE) { dropped_to_unknown = true; break; } } while (ndef->get(*n2).walkable == false); // Loop one up so that we're in air vm->m_area.add_y(em, i2, 1); n2 = &vm->m_data[i2]; bool old_is_water = (n->getContent() == c_water_source); // Move mud to new place if (!dropped_to_unknown) { *n2 = *n; // Set old place to be air (or water) if(old_is_water) *n = MapNode(c_water_source); else *n = MapNode(CONTENT_AIR); } // Done break; } } } } } }
void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef, VoxelPrintMode mode) { v3s16 em = m_area.getExtent(); v3s16 of = m_area.MinEdge; o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl; for(s32 y=m_area.MaxEdge.Y; y>=m_area.MinEdge.Y; y--) { if(em.X >= 3 && em.Y >= 3) { if (y==m_area.MinEdge.Y+2) o<<"^ "; else if(y==m_area.MinEdge.Y+1) o<<"| "; else if(y==m_area.MinEdge.Y+0) o<<"y x-> "; else o<<" "; } for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++) { for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++) { u8 f = m_flags[m_area.index(x,y,z)]; char c; if(f & VOXELFLAG_NOT_LOADED) c = 'N'; else if(f & VOXELFLAG_INEXISTENT) c = 'I'; else { c = 'X'; MapNode n = m_data[m_area.index(x,y,z)]; content_t m = n.getContent(); u8 pr = n.param2; if(mode == VOXELPRINT_MATERIAL) { if(m <= 9) c = m + '0'; } else if(mode == VOXELPRINT_WATERPRESSURE) { if(ndef->get(m).isLiquid()) { c = 'w'; if(pr <= 9) c = pr + '0'; } else if(m == CONTENT_AIR) { c = ' '; } else { c = '#'; } } else if(mode == VOXELPRINT_LIGHT_DAY) { if(ndef->get(m).light_source != 0) c = 'S'; else if(ndef->get(m).light_propagates == false) c = 'X'; else { u8 light = n.getLight(LIGHTBANK_DAY, ndef); if(light < 10) c = '0' + light; else c = 'a' + (light-10); } } } o<<c; } o<<' '; } o<<std::endl; } }
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d, core::list<CollisionInfo> *collision_info) { INodeDefManager *nodemgr = m_gamedef->ndef(); v3f position = getPosition(); v3f old_speed = m_speed; // Copy parent position if local player is attached if(isAttached) { setPosition(overridePosition); return; } // Skip collision detection if noclip mode is used bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool noclip = m_gamedef->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); if(free_move) { position += m_speed * dtime; setPosition(position); return; } /* Collision detection */ /* Check if player is in water (the oscillating value) */ try{ // If in water, the threshold of coming out is at higher y if(in_water) { v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0),BS); in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); in_water_speed = nodemgr->get(map.getNode(pp).getContent()).nodeMovingSpeed(); } // If not in water, the threshold of going in is at lower y else { v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0),BS); in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); } } catch(InvalidPositionException &e) { in_water = false; } /* Check if player is in water (the stable value) */ try{ v3s16 pp = floatToInt(position + v3f(0,0,0), BS); in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); in_water_speed = nodemgr->get(map.getNode(pp).getContent()).nodeMovingSpeed(); } catch(InvalidPositionException &e) { in_water_stable = false; } /* Check if player is climbing */ try { v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS); v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable || nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move); } catch(InvalidPositionException &e) { is_climbing = false; } /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ //f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother f32 d = 0.15*BS; // This should always apply, otherwise there are glitches assert(d > pos_max_d); float player_radius = BS*0.30; float player_height = BS*1.55; // Maximum distance over border for sneaking f32 sneak_max = BS*0.4; /* If sneaking, keep in range from the last walked node and don't fall off from it */ if(control.sneak && m_sneak_node_exists && !g_settings->getBool("free_move")) { f32 maxd = 0.5*BS + sneak_max; v3f lwn_f = intToFloat(m_sneak_node, BS); position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd); position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd); if(!is_climbing) { f32 min_y = lwn_f.Y + 0.5*BS; if(position.Y < min_y) { position.Y = min_y; if(m_speed.Y < 0) m_speed.Y = 0; } } } /* Calculate player collision box (new and old) */ core::aabbox3d<f32> playerbox( -player_radius, 0.0, -player_radius, player_radius, player_height, player_radius ); float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); v3f accel_f = v3f(0,0,0); collisionMoveResult result = collisionMoveSimple(&map, m_gamedef, pos_max_d, playerbox, player_stepheight, dtime, position, m_speed, accel_f); /* If the player's feet touch the topside of any node, this is set to true. Player is allowed to jump when this is true. */ bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; //bool standing_on_unloaded = result.standing_on_unloaded; /* Check the nodes under the player to see from which node the player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS); if(m_sneak_node_exists && nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; } else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; } if(m_need_to_get_new_sneak_node) { v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS); v2f player_p2df(position.X, position.Z); f32 min_distance_f = 100000.0*BS; // If already seeking from some node, compare to it. /*if(m_sneak_node_exists) { v3f sneaknode_pf = intToFloat(m_sneak_node, BS); v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z); f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df); f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y); // Ignore if player is not on the same level (likely dropped) if(d_vert_f < 0.15*BS) min_distance_f = d_horiz_f; }*/ v3s16 new_sneak_node = m_sneak_node; for(s16 x=-1; x<=1; x++) for(s16 z=-1; z<=1; z++) { v3s16 p = pos_i_bottom + v3s16(x,0,z); v3f pf = intToFloat(p, BS); v2f node_p2df(pf.X, pf.Z); f32 distance_f = player_p2df.getDistanceFrom(node_p2df); f32 max_axis_distance_f = MYMAX( fabs(player_p2df.X-node_p2df.X), fabs(player_p2df.Y-node_p2df.Y)); if(distance_f > min_distance_f || max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS) continue; try{ // The node to be sneaked on has to be walkable if(nodemgr->get(map.getNode(p)).walkable == false) continue; // And the node above it has to be nonwalkable if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true) continue; } catch(InvalidPositionException &e) { continue; } min_distance_f = distance_f; new_sneak_node = p; } bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; /* If sneaking, the player's collision box can be in air, so this has to be set explicitly */ if(sneak_node_found && control.sneak) touching_ground = true; } /* Set new position */ setPosition(position); /* Report collisions */ bool bouncy_jump = false; // Dont report if flying if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { for(size_t i=0; i<result.collisions.size(); i++){ const CollisionInfo &info = result.collisions[i]; collision_info->push_back(info); if(info.new_speed.Y - info.old_speed.Y > 0.1*BS && info.bouncy) bouncy_jump = true; } } if(bouncy_jump && control.jump){ m_speed.Y += 6.5*BS; touching_ground = false; MtEvent *e = new SimpleTriggerEvent("PlayerJump"); m_gamedef->event()->put(e); } if(!touching_ground_was && touching_ground){ MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); m_gamedef->event()->put(e); } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); MapNode n = map.getNodeNoEx(camera_np); if(n.getContent() != CONTENT_IGNORE){ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; } } } /* Update the node last under the player */ m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS); m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos())); // Determine if jumping is possible m_can_jump = touching_ground; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; }
void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, std::vector<CollisionInfo> *collision_info) { if (!collision_info || collision_info->empty()) { // Node below the feet, update each ClientEnvironment::step() m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0); } // Temporary option for old move code if (!physics_override_new_move) { old_move(dtime, env, pos_max_d, collision_info); return; } Map *map = &env->getMap(); INodeDefManager *nodemgr = m_client->ndef(); v3f position = getPosition(); // Copy parent position if local player is attached if (isAttached) { setPosition(overridePosition); return; } // Skip collision detection if noclip mode is used bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool noclip = m_client->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); bool free_move = g_settings->getBool("free_move") && fly_allowed; if (noclip && free_move) { position += m_speed * dtime; setPosition(position); return; } /* Collision detection */ bool is_valid_position; MapNode node; v3s16 pp; /* Check if player is in liquid (the oscillating value) */ // If in liquid, the threshold of coming out is at higher y if (in_liquid) { pp = floatToInt(position + v3f(0,BS*0.1,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } // If not in liquid, the threshold of going in is at lower y else { pp = floatToInt(position + v3f(0,BS*0.5,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } /* Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0,0,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); } else { in_liquid_stable = false; } /* Check if player is climbing */ pp = floatToInt(position + v3f(0,0.5*BS,0), BS); v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) { is_climbing = false; } else { is_climbing = (nodemgr->get(node.getContent()).climbable || nodemgr->get(node2.getContent()).climbable) && !free_move; } /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ //f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother f32 d = 0.15*BS; // This should always apply, otherwise there are glitches sanity_check(d > pos_max_d); // Player object property step height is multiplied by BS in // /src/script/common/c_content.cpp and /src/content_sao.cpp float player_stepheight = (m_cao == nullptr) ? 0.0f : (touching_ground ? m_cao->getStepHeight() : (0.2f * BS)); // TODO this is a problematic hack. // Use a better implementation for autojump, or apply a custom stepheight // to all players, as this currently creates unintended special movement // abilities and advantages for Android players on a server. #ifdef __ANDROID__ if (touching_ground) player_stepheight += (0.6f * BS); #endif v3f accel_f = v3f(0,0,0); collisionMoveResult result = collisionMoveSimple(env, m_client, pos_max_d, m_collisionbox, player_stepheight, dtime, &position, &m_speed, accel_f); bool could_sneak = control.sneak && !free_move && !in_liquid && !is_climbing && physics_override_sneak; // Add new collisions to the vector if (collision_info && !free_move) { v3f diff = intToFloat(m_standing_node, BS) - position; f32 distance = diff.getLength(); // Force update each ClientEnvironment::step() bool is_first = collision_info->empty(); for (const auto &colinfo : result.collisions) { collision_info->push_back(colinfo); if (colinfo.type != COLLISION_NODE || colinfo.new_speed.Y != 0 || (could_sneak && m_sneak_node_exists)) continue; diff = intToFloat(colinfo.node_p, BS) - position; // Find nearest colliding node f32 len = diff.getLength(); if (is_first || len < distance) { m_standing_node = colinfo.node_p; distance = len; } } } /* If the player's feet touch the topside of any node, this is set to true. Player is allowed to jump when this is true. */ bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; bool sneak_can_jump = false; // Max. distance (X, Z) over border for sneaking determined by collision box // * 0.49 to keep the center just barely on the node v3f sneak_max = m_collisionbox.getExtent() * 0.49; if (m_sneak_ladder_detected) { // restore legacy behaviour (this makes the m_speed.Y hack necessary) sneak_max = v3f(0.4 * BS, 0, 0.4 * BS); } /* If sneaking, keep on top of last walked node and don't fall off */ if (could_sneak && m_sneak_node_exists) { const v3f sn_f = intToFloat(m_sneak_node, BS); const v3f bmin = sn_f + m_sneak_node_bb_top.MinEdge; const v3f bmax = sn_f + m_sneak_node_bb_top.MaxEdge; const v3f old_pos = position; const v3f old_speed = m_speed; f32 y_diff = bmax.Y - position.Y; m_standing_node = m_sneak_node; // (BS * 0.6f) is the basic stepheight while standing on ground if (y_diff < BS * 0.6f) { // Only center player when they're on the node position.X = rangelim(position.X, bmin.X - sneak_max.X, bmax.X + sneak_max.X); position.Z = rangelim(position.Z, bmin.Z - sneak_max.Z, bmax.Z + sneak_max.Z); if (position.X != old_pos.X) m_speed.X = 0; if (position.Z != old_pos.Z) m_speed.Z = 0; } if (y_diff > 0 && m_speed.Y < 0 && (physics_override_sneak_glitch || y_diff < BS * 0.6f)) { // Move player to the maximal height when falling or when // the ledge is climbed on the next step. position.Y = bmax.Y; m_speed.Y = 0; } // Allow jumping on node edges while sneaking if (m_speed.Y == 0 || m_sneak_ladder_detected) sneak_can_jump = true; if (collision_info && m_speed.Y - old_speed.Y > BS) { // Collide with sneak node, report fall damage CollisionInfo sn_info; sn_info.node_p = m_sneak_node; sn_info.old_speed = old_speed; sn_info.new_speed = m_speed; collision_info->push_back(sn_info); } } /* Find the next sneak node if necessary */ bool new_sneak_node_exists = false; if (could_sneak) new_sneak_node_exists = updateSneakNode(map, position, sneak_max); /* Set new position but keep sneak node set */ setPosition(position); m_sneak_node_exists = new_sneak_node_exists; /* Report collisions */ if(!result.standing_on_object && !touching_ground_was && touching_ground) { MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); m_client->event()->put(e); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1; } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); MapNode n = map->getNodeNoEx(camera_np); if(n.getContent() != CONTENT_IGNORE){ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; } } } /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node)); // Determine if jumping is possible m_can_jump = (touching_ground && !in_liquid && !is_climbing) || sneak_can_jump; if (itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5 * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1) { // Reduce boost when speed already is high m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 )); } else { m_speed.Y += jumpspeed; } setSpeed(m_speed); m_can_jump = false; } }