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https://github.com/minetest/minetest.git
synced 2025-07-02 08:00:22 +02:00
Add paramtype2s for 4 horizontal rotations and 64 colors (#11431)
4dir is like facedir, but only for 4 horizontal directions: NESW. It is identical in behavior to facedir otherwise. The reason why game makers would want to use this over facedir is 1) simplicity and 2) you get 6 free bits. It can be used for things like chests and furnaces and you don't need or want them to "flip them on the side" (like you could with facedir). color4dir is like colorfacedir, but you get 64 colors instead of only 8.
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@ -1510,7 +1510,9 @@ void MapblockMeshGenerator::drawMeshNode()
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int degrotate = 0;
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if (f->param_type_2 == CPT2_FACEDIR ||
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f->param_type_2 == CPT2_COLORED_FACEDIR) {
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f->param_type_2 == CPT2_COLORED_FACEDIR ||
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f->param_type_2 == CPT2_4DIR ||
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f->param_type_2 == CPT2_COLORED_4DIR) {
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facedir = n.getFaceDir(nodedef);
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} else if (f->param_type_2 == CPT2_WALLMOUNTED ||
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f->param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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@ -3462,7 +3462,9 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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param2 = dir.Z < 0 ? 5 : 4;
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}
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} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
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predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
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predicted_f.param_type_2 == CPT2_4DIR ||
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predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
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v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
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if (abs(dir.X) > abs(dir.Z)) {
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@ -3501,6 +3503,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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// Apply color
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if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
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|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
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|| predicted_f.param_type_2 == CPT2_COLORED_4DIR
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|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
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const auto &indexstr = selected_item.metadata.
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getString("palette_index", 0);
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@ -3514,6 +3517,9 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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} else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
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// param2 = pure palette index + other
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param2 = (index & 0xe0) | (param2 & 0x1f);
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} else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
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// param2 = pure palette index + other
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param2 = (index & 0xfc) | (param2 & 0x03);
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}
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}
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}
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@ -149,6 +149,9 @@ u8 MapNode::getFaceDir(const NodeDefManager *nodemgr,
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if (f.param_type_2 == CPT2_FACEDIR ||
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f.param_type_2 == CPT2_COLORED_FACEDIR)
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return (getParam2() & 0x1F) % 24;
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if (f.param_type_2 == CPT2_4DIR ||
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f.param_type_2 == CPT2_COLORED_4DIR)
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return getParam2() & 0x03;
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if (allow_wallmounted && (f.param_type_2 == CPT2_WALLMOUNTED ||
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f.param_type_2 == CPT2_COLORED_WALLMOUNTED))
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return wallmounted_to_facedir[getParam2() & 0x07];
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@ -196,7 +199,8 @@ void MapNode::rotateAlongYAxis(const NodeDefManager *nodemgr, Rotation rot)
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{
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ContentParamType2 cpt2 = nodemgr->get(*this).param_type_2;
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if (cpt2 == CPT2_FACEDIR || cpt2 == CPT2_COLORED_FACEDIR) {
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if (cpt2 == CPT2_FACEDIR || cpt2 == CPT2_COLORED_FACEDIR ||
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cpt2 == CPT2_4DIR || cpt2 == CPT2_COLORED_4DIR) {
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static const u8 rotate_facedir[24 * 4] = {
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// Table value = rotated facedir
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// Columns: 0, 90, 180, 270 degrees rotation around vertical axis
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@ -232,10 +236,17 @@ void MapNode::rotateAlongYAxis(const NodeDefManager *nodemgr, Rotation rot)
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22, 21, 20, 23,
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23, 22, 21, 20
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};
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u8 facedir = (param2 & 31) % 24;
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u8 index = facedir * 4 + rot;
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param2 &= ~31;
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param2 |= rotate_facedir[index];
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if (cpt2 == CPT2_FACEDIR || cpt2 == CPT2_COLORED_FACEDIR) {
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u8 facedir = (param2 & 31) % 24;
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u8 index = facedir * 4 + rot;
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param2 &= ~31;
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param2 |= rotate_facedir[index];
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} else if (cpt2 == CPT2_4DIR || cpt2 == CPT2_COLORED_4DIR) {
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u8 fourdir = param2 & 3;
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u8 index = fourdir + rot;
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param2 &= ~3;
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param2 |= rotate_facedir[index];
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}
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} else if (cpt2 == CPT2_WALLMOUNTED ||
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cpt2 == CPT2_COLORED_WALLMOUNTED) {
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u8 wmountface = (param2 & 7);
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@ -992,6 +992,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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if (param_type_2 == CPT2_COLOR ||
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param_type_2 == CPT2_COLORED_FACEDIR ||
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param_type_2 == CPT2_COLORED_4DIR ||
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param_type_2 == CPT2_COLORED_WALLMOUNTED ||
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param_type_2 == CPT2_COLORED_DEGROTATE)
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palette = tsrc->getPalette(palette_name);
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@ -1018,6 +1019,15 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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recalculateBoundingBox(mesh_ptr[j]);
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meshmanip->recalculateNormals(mesh_ptr[j], true, false);
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}
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} else if (tsettings.enable_mesh_cache && mesh_ptr[0] &&
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(param_type_2 == CPT2_4DIR
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|| param_type_2 == CPT2_COLORED_4DIR)) {
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for (u16 j = 1; j < 4; j++) {
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mesh_ptr[j] = cloneMesh(mesh_ptr[0]);
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rotateMeshBy6dFacedir(mesh_ptr[j], j);
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recalculateBoundingBox(mesh_ptr[j]);
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meshmanip->recalculateNormals(mesh_ptr[j], true, false);
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}
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} else if (tsettings.enable_mesh_cache && mesh_ptr[0]
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&& (param_type_2 == CPT2_WALLMOUNTED ||
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param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
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@ -1241,7 +1251,9 @@ void getNodeBoxUnion(const NodeBox &nodebox, const ContentFeatures &features,
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half_processed.MaxEdge.Y = +BS / 2;
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}
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if (features.param_type_2 == CPT2_FACEDIR ||
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features.param_type_2 == CPT2_COLORED_FACEDIR) {
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features.param_type_2 == CPT2_COLORED_FACEDIR ||
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features.param_type_2 == CPT2_4DIR ||
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features.param_type_2 == CPT2_COLORED_4DIR) {
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// Get maximal coordinate
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f32 coords[] = {
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fabsf(half_processed.MinEdge.X),
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@ -1705,7 +1717,9 @@ bool NodeDefManager::nodeboxConnects(MapNode from, MapNode to,
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// does to node declare usable faces?
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if (f2.connect_sides > 0) {
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if ((f2.param_type_2 == CPT2_FACEDIR ||
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f2.param_type_2 == CPT2_COLORED_FACEDIR)
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f2.param_type_2 == CPT2_COLORED_FACEDIR ||
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f2.param_type_2 == CPT2_4DIR ||
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f2.param_type_2 == CPT2_COLORED_4DIR)
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&& (connect_face >= 4)) {
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static const u8 rot[33 * 4] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 4, 32, 16, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -1719,8 +1733,15 @@ bool NodeDefManager::nodeboxConnects(MapNode from, MapNode to,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 32, 16, 8, 4 // 32 - left
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};
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return (f2.connect_sides
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& rot[(connect_face * 4) + (to.param2 & 0x1F)]);
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if (f2.param_type_2 == CPT2_FACEDIR ||
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f2.param_type_2 == CPT2_COLORED_FACEDIR) {
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return (f2.connect_sides
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& rot[(connect_face * 4) + (to.param2 & 0x1F)]);
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} else if (f2.param_type_2 == CPT2_4DIR ||
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f2.param_type_2 == CPT2_COLORED_4DIR) {
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return (f2.connect_sides
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& rot[(connect_face * 4) + (to.param2 & 0x03)]);
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}
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}
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return (f2.connect_sides & connect_face);
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}
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@ -58,7 +58,7 @@ enum ContentParamType2
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CPT2_FULL,
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// Flowing liquid properties
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CPT2_FLOWINGLIQUID,
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// Direction for chests and furnaces and such
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// Direction for chests and furnaces and such (with axis rotation)
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CPT2_FACEDIR,
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// Direction for signs, torches and such
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CPT2_WALLMOUNTED,
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@ -78,6 +78,10 @@ enum ContentParamType2
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CPT2_GLASSLIKE_LIQUID_LEVEL,
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// 3 bits of palette index, then degrotate
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CPT2_COLORED_DEGROTATE,
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// Simplified direction for chests and furnaces and such (4 directions)
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CPT2_4DIR,
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// 6 bits of palette index, then 4dir
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CPT2_COLORED_4DIR,
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};
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enum LiquidType
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@ -673,7 +673,8 @@ void read_content_features(lua_State *L, ContentFeatures &f, int index)
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!(f.param_type_2 == CPT2_COLOR ||
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f.param_type_2 == CPT2_COLORED_FACEDIR ||
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f.param_type_2 == CPT2_COLORED_WALLMOUNTED ||
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f.param_type_2 == CPT2_COLORED_DEGROTATE))
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f.param_type_2 == CPT2_COLORED_DEGROTATE ||
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f.param_type_2 == CPT2_COLORED_4DIR))
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warningstream << "Node " << f.name.c_str()
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<< " has a palette, but not a suitable paramtype2." << std::endl;
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@ -66,6 +66,8 @@ struct EnumString ScriptApiNode::es_ContentParamType2[] =
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{CPT2_COLORED_WALLMOUNTED, "colorwallmounted"},
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{CPT2_GLASSLIKE_LIQUID_LEVEL, "glasslikeliquidlevel"},
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{CPT2_COLORED_DEGROTATE, "colordegrotate"},
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{CPT2_4DIR, "4dir"},
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{CPT2_COLORED_4DIR, "color4dir"},
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{0, NULL},
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};
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