Add new ContentParamType2 "CPT2_DEGROTATE"

This might break some mods, but it is important for all uses of the param2 to
be documented.

This doesn't need a serialisation version or network protocol version change,
as old clients will still work on new servers, and it is bearable to have
new clients getting non rotated plants on old servers.
This commit is contained in:
est31 2015-10-02 23:36:28 +02:00
parent 5130dbce7b
commit b0523adc5f
4 changed files with 58 additions and 51 deletions

View File

@ -538,6 +538,10 @@ node definition:
0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
facedir's two less significant bits are rotation around the axis
paramtype2 == "leveled"
paramtype2 == "degrotate"
^ The rotation of this node is stored in param2. Plants are rotated this way.
Values range 0 - 179. The value stored in param2 is multiplied by two to
get the actual rotation of the node.
collision_box = {
type = "fixed",
fixed = {

View File

@ -50,9 +50,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
if(txc == NULL) {
static const f32 txc_default[24] = {
0,0,1,1,
@ -350,7 +350,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
*/
if(top_is_same_liquid)
continue;
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
@ -383,7 +383,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u16 l = 0;
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
@ -399,7 +399,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else
l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
// Neighbor liquid levels (key = relative position)
@ -451,7 +451,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
n2.getContent() == c_flowing)
flags |= neighborflag_top_is_same_liquid;
}
neighbor_levels[neighbor_dirs[i]] = level;
neighbor_contents[neighbor_dirs[i]] = content;
neighbor_flags[neighbor_dirs[i]] = flags;
@ -459,7 +459,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Corner heights (average between four liquids)
f32 corner_levels[4];
v3s16 halfdirs[4] = {
v3s16(0,0,0),
v3s16(1,0,0),
@ -539,14 +539,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
content_t neighbor_content = neighbor_contents[dir];
const ContentFeatures &n_feat = nodedef->get(neighbor_content);
// Don't draw face if neighbor is blocking the view
if(n_feat.solidness == 2)
continue;
bool neighbor_is_same_liquid = (neighbor_content == c_source
|| neighbor_content == c_flowing);
// Don't draw any faces if neighbor same is liquid and top is
// same liquid
if(neighbor_is_same_liquid == true
@ -558,7 +558,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
const TileSpec *current_tile = &tile_liquid;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
current_tile = &tile_liquid_bfculled;
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
@ -566,7 +566,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
};
/*
If our topside is liquid, set upper border of face
at upper border of node
@ -584,7 +584,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
}
/*
If neighbor is liquid, lower border of face is corner
liquid levels
@ -603,7 +603,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[0].Pos.Y = -0.5*BS;
vertices[1].Pos.Y = -0.5*BS;
}
for(s32 j=0; j<4; j++)
{
if(dir == v3s16(0,0,1))
@ -614,7 +614,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[j].Pos.rotateXZBy(90);
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
// Do this to not cause glitches when two liquids are
// side-by-side
/*if(neighbor_is_same_liquid == false){
@ -629,11 +629,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Add to mesh collector
collector.append(*current_tile, vertices, 4, indices, 6);
}
/*
Generate top side, if appropriate
*/
if(top_is_same_liquid == false)
{
video::S3DVertex vertices[4] =
@ -643,7 +643,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
};
// To get backface culling right, the vertices need to go
// clockwise around the front of the face. And we happened to
// calculate corner levels in exact reverse order.
@ -657,8 +657,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[i].Pos.Y += corner_levels[j];
vertices[i].Pos += intToFloat(p, BS);
}
// Default downwards-flowing texture animation goes from
// Default downwards-flowing texture animation goes from
// -Z towards +Z, thus the direction is +Z.
// Rotate texture to make animation go in flow direction
// Positive if liquid moves towards +Z
@ -721,7 +721,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
};
// Rotations in the g_6dirs format
if(j == 0) // Z+
for(u16 i=0; i<4; i++)
@ -770,7 +770,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tiles[6];
for (i = 0; i < 6; i++)
tiles[i] = getNodeTile(n, p, dirs[i], data);
TileSpec glass_tiles[6];
if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
glass_tiles[0] = tiles[2];
@ -781,21 +781,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
glass_tiles[5] = tiles[1];
} else {
for (i = 0; i < 6; i++)
glass_tiles[i] = tiles[1];
glass_tiles[i] = tiles[1];
}
u8 param2 = n.getParam2();
bool H_merge = ! bool(param2 & 128);
bool V_merge = ! bool(param2 & 64);
param2 = param2 & 63;
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
static const float a = BS / 2;
static const float g = a - 0.003;
static const float b = .876 * ( BS / 2 );
static const aabb3f frame_edges[12] = {
aabb3f( b, b,-a, a, a, a), // y+
aabb3f(-a, b,-a,-b, a, a), // y+
@ -818,16 +818,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
aabb3f(-g,-g, g, g, g, g), // z+
aabb3f(-g,-g,-g, g, g,-g) // z-
};
// table of node visible faces, 0 = invisible
int visible_faces[6] = {0,0,0,0,0,0};
// table of neighbours, 1 = same type, checked with g_26dirs
int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
// g_26dirs to check when only horizontal merge is allowed
int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
content_t current = n.getContent();
content_t n2c;
MapNode n2;
@ -845,14 +845,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c == current || n2c == CONTENT_IGNORE)
nb[4] = 1;
nb[4] = 1;
} else if (H_merge && !V_merge) {
for(i = 0; i < 8; i++) {
n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c == current || n2c == CONTENT_IGNORE)
nb[nb_H_dirs[i]] = 1;
nb[nb_H_dirs[i]] = 1;
}
} else if (H_merge && V_merge) {
for(i = 0; i < 18; i++) {
@ -878,7 +878,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
visible_faces[i] = 1;
}
}
if (!H_merge) {
visible_faces[2] = 1;
visible_faces[3] = 1;
@ -893,7 +893,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
visible_faces[i] = 1;
}
}
static const u8 nb_triplet[12*3] = {
1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
2,0,11, 2,3,13, 5,0,10, 5,3,12,
@ -1010,7 +1010,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
case NDT_TORCHLIKE:
{
v3s16 dir = n.getWallMountedDir(nodedef);
u8 tileindex = 0;
if(dir == v3s16(0,-1,0)){
tileindex = 0; // floor
@ -1070,7 +1070,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float d = (float)BS/16;
float s = BS/2*f.visual_scale;
// Wall at X+ of node
@ -1113,7 +1113,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float s = BS / 2 * f.visual_scale;
for (int j = 0; j < 2; j++)
@ -1125,16 +1125,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
};
float rotate_degree = 0;
if (f.param_type_2 == CPT2_DEGROTATE)
rotate_degree = n.param2 * 2;
if(j == 0)
{
if (j == 0) {
for(u16 i = 0; i < 4; i++)
vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
}
else if(j == 1)
{
vertices[i].Pos.rotateXZBy(46 + rotate_degree);
} else if (j == 1) {
for(u16 i = 0; i < 4; i++)
vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
}
for (int i = 0; i < 4; i++)
@ -1507,7 +1507,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16(0, 0, -1)
};
TileSpec tiles[6];
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
@ -1526,7 +1526,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
aabb3f box = *i;
box.MinEdge += pos;
box.MaxEdge += pos;
f32 temp;
if (box.MinEdge.X > box.MaxEdge.X)
{
@ -1615,7 +1615,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
break;}
}
}
/*
Caused by incorrect alpha blending, selection mesh needs to be created as
last element to ensure it gets blended correct over nodes with alpha channel
@ -1643,15 +1643,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 l = 0;
u16 l1 = 0;
for (u8 i = 0; i < 7; i++) {
MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
l1 = getInteriorLight(n1, -4, nodedef);
if (l1 > l)
if (l1 > l)
l = l1;
}
video::SColor c = MapBlock_LightColor(255, l, 0);
data->m_highlight_mesh_color = c;
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
TileSpec h_tile;
TileSpec h_tile;
h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
v3f pos = intToFloat(p, BS);

View File

@ -63,6 +63,8 @@ enum ContentParamType2
CPT2_WALLMOUNTED,
// Block level like FLOWINGLIQUID
CPT2_LEVELED,
// 2D rotation for things like plants
CPT2_DEGROTATE,
};
enum LiquidType

View File

@ -57,6 +57,7 @@ struct EnumString ScriptApiNode::es_ContentParamType2[] =
{CPT2_FACEDIR, "facedir"},
{CPT2_WALLMOUNTED, "wallmounted"},
{CPT2_LEVELED, "leveled"},
{CPT2_DEGROTATE, "degrotate"},
{0, NULL},
};