Firelike drawtype: Improve code
authorparamat <mat.gregory@virginmedia.com>
Sat, 12 Sep 2015 21:19:29 +0000 (22:19 +0100)
committerparamat <mat.gregory@virginmedia.com>
Mon, 14 Sep 2015 07:04:01 +0000 (08:04 +0100)
Remove unusable fine rotation by param2
Remove unused and redundant code
Fix code style issues

src/content_mapblock.cpp

index c4d09e18c3a311fea912439db8b4057d5dc57727..cd6d126de2a6332ffb548f5022a6dbee16957910 100644 (file)
@@ -1157,7 +1157,7 @@ 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;
+                       float s = BS / 2 * f.visual_scale;
 
                        content_t current = n.getContent();
                        content_t n2c;
@@ -1165,148 +1165,116 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        v3s16 n2p;
 
                        static const v3s16 dirs[6] = {
-                               v3s16( 0, 1, 0),
-                               v3s16( 0,-1, 0),
-                               v3s16( 1, 0, 0),
-                               v3s16(-1, 0, 0),
-                               v3s16( 0, 0, 1),
-                               v3s16( 0, 0,-1)
+                               v3s16( 0,  1,  0),
+                               v3s16( 0, -1,  0),
+                               v3s16( 1,  0,  0),
+                               v3s16(-1,  0,  0),
+                               v3s16( 0,  0,  1),
+                               v3s16( 0,  0, -1)
                        };
 
-                       int doDraw[6] = {0,0,0,0,0,0};
+                       int doDraw[6] = {0, 0, 0, 0, 0, 0};
 
                        bool drawAllFaces = true;
 
-                       bool drawBottomFacesOnly = false; // Currently unused
-
                        // Check for adjacent nodes
-                       for(int i = 0; i < 6; i++)
-                       {
+                       for (int i = 0; i < 6; i++) {
                                n2p = blockpos_nodes + p + dirs[i];
                                n2 = data->m_vmanip.getNodeNoEx(n2p);
                                n2c = n2.getContent();
                                if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
                                        doDraw[i] = 1;
-                                       if(drawAllFaces)
+                                       if (drawAllFaces)
                                                drawAllFaces = false;
 
                                }
                        }
 
-                       for(int j = 0; j < 6; j++)
-                       {
-                               int vOffset = 0; // Vertical offset of faces after rotation
-                               int hOffset = 4; // Horizontal offset of faces to reach the edge
+                       for (int j = 0; j < 6; j++) {
 
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-s,-BS/2,      0, 0,0,0, c, 0,1),
-                                       video::S3DVertex( s,-BS/2,      0, 0,0,0, c, 1,1),
-                                       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),
+                               video::S3DVertex vertices[4] = {
+                                       video::S3DVertex(-s, -BS / 2,         0, 0, 0, 0, c, 0, 1),
+                                       video::S3DVertex( s, -BS / 2,         0, 0, 0, 0, c, 1, 1),
+                                       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),
                                };
 
                                // Calculate which faces should be drawn, (top or sides)
-                               if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
-                                               vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+                               if (j == 0 && (drawAllFaces ||
+                                               (doDraw[3] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(90);
                                                vertices[i].Pos.rotateXYBy(-10);
-                                               vertices[i].Pos.Y -= vOffset;
-                                               vertices[i].Pos.X -= hOffset;
+                                               vertices[i].Pos.X -= 4.0;
                                        }
-                               }
-                               else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
-                                               vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+                               } else if (j == 1 && (drawAllFaces ||
+                                               (doDraw[5] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(180);
                                                vertices[i].Pos.rotateYZBy(10);
-                                               vertices[i].Pos.Y -= vOffset;
-                                               vertices[i].Pos.Z -= hOffset;
+                                               vertices[i].Pos.Z -= 4.0;
                                        }
-                               }
-                               else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
-                                               vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+                               } else if (j == 2 && (drawAllFaces ||
+                                               (doDraw[2] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(270);
                                                vertices[i].Pos.rotateXYBy(10);
-                                               vertices[i].Pos.Y -= vOffset;
-                                               vertices[i].Pos.X += hOffset;
+                                               vertices[i].Pos.X += 4.0;
                                        }
-                               }
-                               else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 3 && (drawAllFaces ||
+                                               (doDraw[4] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(-10);
-                                               vertices[i].Pos.Y -= vOffset;
-                                               vertices[i].Pos.Z += hOffset;
+                                               vertices[i].Pos.Z += 4.0;
                                        }
-                               }
-
                                // Center cross-flames
-                               else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
-                               {
-                                       for(int i=0; i<4; i++) {
-                                               vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
-                                               vertices[i].Pos.Y -= vOffset;
+                               } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(45);
                                        }
-                               }
-                               else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
-                               {
-                                       for(int i=0; i<4; i++) {
-                                               vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
-                                               vertices[i].Pos.Y -= vOffset;
+                               } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(-45);
                                        }
-                               }
-
-                               // Render flames on bottom
-                               else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               // Render flames on bottom of node above
+                               } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
-                                               vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXZBy(90);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.X -= hOffset+0.7;
+                                               vertices[i].Pos.X -= 4.7;
                                        }
-                               }
-                               else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
-                                               vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXZBy(180);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.Z -= hOffset+0.7;
+                                               vertices[i].Pos.Z -= 4.7;
                                        }
-                               }
-                               else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
-                                               vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXZBy(270);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.X += hOffset+0.7;
+                                               vertices[i].Pos.X += 4.7;
                                        }
-                               }
-                               else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+                                       for (int i = 0; i < 4; i++) {
                                                vertices[i].Pos.rotateYZBy(70);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.Z += hOffset+0.7;
+                                               vertices[i].Pos.Z += 4.7;
                                        }
-                               }
-                               else {
+                               } else {
                                        // Skip faces that aren't adjacent to a node
                                        continue;
                                }
 
-                               for(int i=0; i<4; i++)
-                               {
+                               for (int i = 0; i < 4; i++) {
                                        vertices[i].Pos *= f.visual_scale;
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
 
-                               u16 indices[] = {0,1,2,2,3,0};
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
                                // Add to mesh collector
                                collector.append(tile, vertices, 4, indices, 6);
                        }