Add new ContentParamType2 "CPT2_DEGROTATE"
authorest31 <MTest31@outlook.com>
Fri, 2 Oct 2015 21:36:28 +0000 (23:36 +0200)
committerest31 <MTest31@outlook.com>
Sun, 4 Oct 2015 21:59:41 +0000 (23:59 +0200)
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.

doc/lua_api.txt
src/content_mapblock.cpp
src/nodedef.h
src/script/cpp_api/s_node.cpp

index 446b519591c34776539f48f37285b3c9417c1bbc..926282976bad48363434f9a1709922c573b130eb 100644 (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 = {
index cd6d126de2a6332ffb548f5022a6dbee16957910..01a06b6cd75aa014bc4dd5f2a17955bc6ed7f9f5 100644 (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);
index a4a7b6e41b9d8cd6ee7bb7deadeeacc697d587e5..7a84b0316c1df4dbaab48fe7a50043935aefc091 100644 (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
index f90e65642558af093f50f9a81d9a243c723fb943..a905f843de4c0127493a2b6d1ecc9e4d9466d1ba 100644 (file)
@@ -57,6 +57,7 @@ struct EnumString ScriptApiNode::es_ContentParamType2[] =
                {CPT2_FACEDIR, "facedir"},
                {CPT2_WALLMOUNTED, "wallmounted"},
                {CPT2_LEVELED, "leveled"},
+               {CPT2_DEGROTATE, "degrotate"},
                {0, NULL},
        };