grass edges workin'
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626ed6338a
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@ -69,7 +69,7 @@ void MapBlock::setNodeParent(v3s16 p, MapNode & n)
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}
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}
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FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
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FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
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v3f dir, v3f scale, v3f posRelative_f)
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v3s16 dir, v3f scale, v3f posRelative_f)
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{
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{
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FastFace *f = new FastFace;
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FastFace *f = new FastFace;
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@ -85,14 +85,21 @@ FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
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vertex_pos[2] = v3f(-BS/2, BS/2,BS/2);
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vertex_pos[2] = v3f(-BS/2, BS/2,BS/2);
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vertex_pos[3] = v3f( BS/2, BS/2,BS/2);
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vertex_pos[3] = v3f( BS/2, BS/2,BS/2);
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/*
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for(u16 i=0; i<4; i++)
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TODO: Rotate it the right way (one side comes upside down)
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{
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*/
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if(dir == v3s16(0,0,1))
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core::CMatrix4<f32> m;
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vertex_pos[i].rotateXZBy(0);
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m.buildRotateFromTo(v3f(0,0,1), dir);
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else if(dir == v3s16(0,0,-1))
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vertex_pos[i].rotateXZBy(180);
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for(u16 i=0; i<4; i++){
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else if(dir == v3s16(1,0,0))
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m.rotateVect(vertex_pos[i]);
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vertex_pos[i].rotateXZBy(-90);
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else if(dir == v3s16(-1,0,0))
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vertex_pos[i].rotateXZBy(90);
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else if(dir == v3s16(0,1,0))
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vertex_pos[i].rotateYZBy(-90);
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else if(dir == v3s16(0,-1,0))
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vertex_pos[i].rotateYZBy(90);
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vertex_pos[i].X *= scale.X;
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vertex_pos[i].X *= scale.X;
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vertex_pos[i].Y *= scale.Y;
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vertex_pos[i].Y *= scale.Y;
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vertex_pos[i].Z *= scale.Z;
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vertex_pos[i].Z *= scale.Z;
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@ -112,22 +119,15 @@ FastFace * MapBlock::makeFastFace(u16 tile, u8 light, v3f p,
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u8 alpha = 255;
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u8 alpha = 255;
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//if(material == CONTENT_WATER || material == CONTENT_OCEAN)
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//if(material == CONTENT_WATER || material == CONTENT_OCEAN)
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if(tile == CONTENT_WATER || tile == CONTENT_OCEAN)
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//TODO: Umm?
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//if(tile == TILE_WATER)
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//if(tile == CONTENT_WATER || tile == CONTENT_OCEAN)
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if(tile == TILE_WATER)
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{
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{
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alpha = 128;
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alpha = 128;
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}
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}
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video::SColor c = video::SColor(alpha,li,li,li);
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video::SColor c = video::SColor(alpha,li,li,li);
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/*f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
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core::vector2d<f32>(0,1));
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f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
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core::vector2d<f32>(abs_scale,1));
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f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
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core::vector2d<f32>(abs_scale,0));
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f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
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core::vector2d<f32>(0,0));*/
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f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
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f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
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core::vector2d<f32>(0,1));
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core::vector2d<f32>(0,1));
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f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
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f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
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@ -308,14 +308,14 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
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if(mf == 1)
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if(mf == 1)
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{
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{
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f = makeFastFace(tile0, light,
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f = makeFastFace(tile0, light,
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sp, face_dir_f, scale,
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sp, face_dir, scale,
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posRelative_f);
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posRelative_f);
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}
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}
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// If node at sp is less solid (mf == 2)
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// If node at sp is less solid (mf == 2)
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else
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else
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{
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{
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f = makeFastFace(tile1, light,
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f = makeFastFace(tile1, light,
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sp+face_dir_f, -1*face_dir_f, scale,
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sp+face_dir_f, -face_dir, scale,
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posRelative_f);
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posRelative_f);
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}
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}
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dest.push_back(f);
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dest.push_back(f);
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@ -284,7 +284,7 @@ public:
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}
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}
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static FastFace * makeFastFace(u16 tile, u8 light, v3f p,
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static FastFace * makeFastFace(u16 tile, u8 light, v3f p,
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v3f dir, v3f scale, v3f posRelative_f);
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v3s16 dir, v3f scale, v3f posRelative_f);
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u8 getFaceLight(v3s16 p, v3s16 face_dir);
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u8 getFaceLight(v3s16 p, v3s16 face_dir);
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