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+ rail
This commit is contained in:
104
src/mapblock.cpp
104
src/mapblock.cpp
@@ -1672,6 +1672,110 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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collector.append(material_papyrus, vertices, 4, indices, 6);
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}
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}
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else if(n.d == CONTENT_RAIL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(255,l,l,l);
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bool is_rail_x [] = { false, false }; /* x-1, x+1 */
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bool is_rail_z [] = { false, false }; /* z-1, z+1 */
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MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
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MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
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MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
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MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
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if(n_minus_x.d == CONTENT_RAIL)
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is_rail_x[0] = true;
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if(n_plus_x.d == CONTENT_RAIL)
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is_rail_x[1] = true;
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if(n_minus_z.d == CONTENT_RAIL)
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is_rail_z[0] = true;
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if(n_plus_z.d == CONTENT_RAIL)
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is_rail_z[1] = true;
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float d = (float)BS/16;
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
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0, 1),
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video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
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1, 1),
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video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
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1, 0),
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video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
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0, 0),
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};
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video::SMaterial material_rail;
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material_rail.setFlag(video::EMF_LIGHTING, false);
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material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_rail.setFlag(video::EMF_FOG_ENABLE, true);
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material_rail.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
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// Assign textures
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if(adjacencies < 2)
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material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
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else if(adjacencies == 2)
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{
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if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
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material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
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else
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material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
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}
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else if(adjacencies == 3)
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material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
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else if(adjacencies == 4)
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material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
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// Rotate textures
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int angle = 0;
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if(adjacencies == 1)
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{
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if(is_rail_x[0] || is_rail_x[1])
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angle = 90;
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}
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else if(adjacencies == 2)
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{
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if(is_rail_x[0] && is_rail_x[1])
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angle = 90;
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else if(is_rail_x[0] && is_rail_z[0])
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angle = 270;
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else if(is_rail_x[0] && is_rail_z[1])
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angle = 180;
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else if(is_rail_x[1] && is_rail_z[1])
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angle = 90;
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}
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else if(adjacencies == 3)
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{
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if(!is_rail_x[0])
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angle=0;
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if(!is_rail_x[1])
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angle=180;
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if(!is_rail_z[0])
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angle=90;
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if(!is_rail_z[1])
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angle=270;
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}
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if(angle != 0) {
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(angle);
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}
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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collector.append(material_rail, vertices, 4, indices, 6);
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}
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}
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