Shadily clean up NDT_RAILLIKE to surely differ from the few leftover non-LGPLv2 parts from the standpoint of copyright law.

This commit is contained in:
darkrose 2012-06-06 02:18:12 +10:00 committed by Perttu Ahola
parent e9c123b1b9
commit 31c171fc1e
1 changed files with 56 additions and 70 deletions

View File

@ -868,7 +868,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(n_plus_z_plus_y.getContent() == thiscontent)
is_rail_z_plus_y[1] = true;
bool is_rail_x_all[] = {false, false};
bool is_rail_z_all[] = {false, false};
is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
@ -876,30 +875,68 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides
int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
// reasonable default, flat straight unrotated rail
bool is_straight = true;
int adjacencies = 0;
int angle = 0;
u8 tileindex = 0;
if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) //is straight because sloped
// check for sloped rail
if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
{
adjacencies = 5; //5 means sloped
is_straight = true;
is_straight = true; // sloped is always straight
}
else
{
// is really straight, rails on both sides
is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
}
// Assign textures
u8 tileindex = 0; // straight
if(adjacencies < 2)
tileindex = 0; // straight
else if(adjacencies == 2)
{
if(is_straight)
tileindex = 0; // straight
else
switch (adjacencies) {
case 1:
if(is_rail_x_all[0] || is_rail_x_all[1])
angle = 90;
break;
case 2:
if(!is_straight)
tileindex = 1; // curved
}
else if(adjacencies == 3)
if(is_rail_x_all[0] && is_rail_x_all[1])
angle = 90;
if(is_rail_z_all[0] && is_rail_z_all[1]){
if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
}
else if(is_rail_x_all[0] && is_rail_z_all[0])
angle = 270;
else if(is_rail_x_all[0] && is_rail_z_all[1])
angle = 180;
else if(is_rail_x_all[1] && is_rail_z_all[1])
angle = 90;
break;
case 3:
// here is where the potential to 'switch' a junction is, but not implemented at present
tileindex = 2; // t-junction
else if(adjacencies == 4)
if(!is_rail_x_all[1])
angle=180;
if(!is_rail_z_all[0])
angle=90;
if(!is_rail_z_all[1])
angle=270;
break;
case 4:
tileindex = 3; // crossing
break;
case 5: //sloped
if(is_rail_z_plus_y[0])
angle = 180;
if(is_rail_x_plus_y[0])
angle = 90;
if(is_rail_x_plus_y[1])
angle = -90;
break;
default:
}
TileSpec tile = getNodeTileN(n, p, tileindex, data);
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
@ -928,61 +965,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
ap.x0(), ap.y0()),
};
// Rotate textures
int angle = 0;
if(adjacencies == 1)
{
if(is_rail_x_all[0] || is_rail_x_all[1])
angle = 90;
}
if(adjacencies == 2)
{
if(is_rail_x_all[0] && is_rail_x_all[1])
{
angle = 90;
}
if(is_rail_z_all[0] && is_rail_z_all[1])
{
if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
}
else if(is_rail_x_all[0] && is_rail_z_all[0])
angle = 270;
else if(is_rail_x_all[0] && is_rail_z_all[1])
angle = 180;
else if(is_rail_x_all[1] && is_rail_z_all[1])
angle = 90;
}
if(adjacencies == 3)
{
if(!is_rail_x_all[0])
angle=0;
if(!is_rail_x_all[1])
angle=180;
if(!is_rail_z_all[0])
angle=90;
if(!is_rail_z_all[1])
angle=270;
}
//adjacencies 4: Crossing
if(adjacencies == 5) //sloped
{
if(is_rail_z_plus_y[0])
angle = 180;
if(is_rail_x_plus_y[0])
angle = 90;
if(is_rail_x_plus_y[1])
angle = -90;
}
if(angle != 0) {
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(angle);
}
for(s32 i=0; i<4; i++)
{
if(angle != 0)
vertices[i].Pos.rotateXZBy(angle);
vertices[i].Pos += intToFloat(p, BS);
}