Fixed liquid mesh generation
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@ -386,8 +386,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if(n2.getContent() == c_source)
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level = (-0.5+node_liquid_level) * BS;
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else if(n2.getContent() == c_flowing)
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level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
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* node_liquid_level) * BS;
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level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
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+ 0.5) / 8.0 * node_liquid_level) * BS;
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// Check node above neighbor.
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// NOTE: This doesn't get executed if neighbor
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@ -404,9 +404,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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neighbor_flags.insert(neighbor_dirs[i], flags);
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}
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//float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
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//float liquid_level = neighbor_levels[v3s16(0,0,0)];
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// Corner heights (average between four liquids)
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f32 corner_levels[4];
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@ -421,29 +418,46 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 cornerdir = halfdirs[i];
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float cornerlevel = 0;
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u32 valid_count = 0;
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u32 air_count = 0;
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for(u32 j=0; j<4; j++)
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{
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v3s16 neighbordir = cornerdir - halfdirs[j];
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u8 content = neighbor_contents[neighbordir];
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// Special case for source nodes
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if(content == c_source)
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// If top is liquid, draw starting from top of node
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if(neighbor_flags[neighbordir] &
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neighborflag_top_is_same_liquid)
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{
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cornerlevel = 0.5*BS;
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valid_count = 1;
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break;
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}
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// Source is always the same height
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else if(content == c_source)
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{
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cornerlevel = (-0.5+node_liquid_level)*BS;
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valid_count = 1;
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break;
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}
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// Flowing liquid has level information
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else if(content == c_flowing)
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{
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cornerlevel += neighbor_levels[neighbordir];
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valid_count++;
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}
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else if(content == CONTENT_AIR)
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{
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air_count++;
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}
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/*// Air is liquid level 0
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else if(content == CONTENT_AIR)
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{
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cornerlevel += -0.5*BS;
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valid_count++;
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}
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}*/
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}
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if(valid_count > 0)
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if(air_count >= 2)
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cornerlevel = -0.5*BS;
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else if(valid_count > 0)
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cornerlevel /= valid_count;
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corner_levels[i] = cornerlevel;
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}
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