From 31c171fc1e3fe9582165c97fcd03899f29d6b7a1 Mon Sep 17 00:00:00 2001 From: darkrose Date: Wed, 6 Jun 2012 02:18:12 +1000 Subject: [PATCH] Shadily clean up NDT_RAILLIKE to surely differ from the few leftover non-LGPLv2 parts from the standpoint of copyright law. --- src/content_mapblock.cpp | 126 +++++++++++++++++---------------------- 1 file changed, 56 insertions(+), 70 deletions(-) diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 2fc179fab..31f69e42c 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -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); }