void getTileInfo( // Input: v3s16 blockpos_nodes, v3s16 p, v3s16 face_dir, u32 daynight_ratio, VoxelManipulator &vmanip, NodeModMap &temp_mods, bool smooth_lighting, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u8 *lights, TileSpec &tile ) { MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods); TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); // This is hackish u8 content0 = getNodeContent(p, n0, temp_mods); u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); u8 mf = face_contents(content0, content1); if(mf == 0) { makes_face = false; return; } makes_face = true; if(mf == 1) { tile = tile0; p_corrected = p; face_dir_corrected = face_dir; } else { tile = tile1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; } if(smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir)); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight(blockpos_nodes + p_corrected, vertex_dirs[i], vmanip, daynight_ratio); } } return; }
static void getTileInfo( // Input: MeshMakeData *data, v3s16 p, v3s16 face_dir, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, TileSpec &tile, u8 &light_source ) { VoxelManipulator &vmanip = data->m_vmanip; INodeDefManager *ndef = data->m_gamedef->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); TileSpec tile0 = getNodeTile(n0, p, face_dir, data); TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data); // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), &equivalent, ndef); if(mf == 0) { makes_face = false; return; } makes_face = true; if(mf == 1) { tile = tile0; p_corrected = p; face_dir_corrected = face_dir; light_source = ndef->get(n0).light_source; } else { tile = tile1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; light_source = ndef->get(n1).light_source; } // eg. water and glass if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; if(data->m_smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, data); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight( blockpos_nodes + p_corrected, vertex_dirs[i], data); } } return; }
static void getTileInfo( // Input: MeshMakeData *data, v3s16 p, v3s16 face_dir, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, TileSpec &tile, u8 &light_source ,int step ) { auto &vmanip = data->m_vmanip; INodeDefManager *ndef = data->m_gamedef->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p*step); // Don't even try to get n1 if n0 is already CONTENT_IGNORE if (n0.getContent() == CONTENT_IGNORE ) { makes_face = false; return; } MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p*step + face_dir*step); // if(data->debug) infostream<<" GN "<<n0<< n1<< blockpos_nodes<<blockpos_nodes + p*step<<blockpos_nodes + p*step + face_dir*step<<std::endl; // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), &equivalent, ndef); if(mf == 0) { makes_face = false; return; } makes_face = true; if(mf == 1) { tile = getNodeTile(n0, p, face_dir, data); p_corrected = p; face_dir_corrected = face_dir; light_source = ndef->get(n0).light_source; } else { tile = getNodeTile(n1, p + face_dir, -face_dir, data); p_corrected = p + face_dir; face_dir_corrected = -face_dir; light_source = ndef->get(n1).light_source; } // eg. water and glass if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; if(data->m_smooth_lighting == false || step > 1) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, ndef); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight( blockpos_nodes + p_corrected, vertex_dirs[i], data); } } return; }