diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 446b51959..926282976 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -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 = { diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index cd6d126de..01a06b6cd 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -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 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); diff --git a/src/nodedef.h b/src/nodedef.h index a4a7b6e41..7a84b0316 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -63,6 +63,8 @@ enum ContentParamType2 CPT2_WALLMOUNTED, // Block level like FLOWINGLIQUID CPT2_LEVELED, + // 2D rotation for things like plants + CPT2_DEGROTATE, }; enum LiquidType diff --git a/src/script/cpp_api/s_node.cpp b/src/script/cpp_api/s_node.cpp index f90e65642..a905f843d 100644 --- a/src/script/cpp_api/s_node.cpp +++ b/src/script/cpp_api/s_node.cpp @@ -57,6 +57,7 @@ struct EnumString ScriptApiNode::es_ContentParamType2[] = {CPT2_FACEDIR, "facedir"}, {CPT2_WALLMOUNTED, "wallmounted"}, {CPT2_LEVELED, "leveled"}, + {CPT2_DEGROTATE, "degrotate"}, {0, NULL}, };