From 8e9c9e305aecdb5b432c0990fef85fa6ff3c042b Mon Sep 17 00:00:00 2001 From: paramat Date: Sat, 12 Sep 2015 22:19:29 +0100 Subject: [PATCH] Firelike drawtype: Improve code Remove unusable fine rotation by param2 Remove unused and redundant code Fix code style issues --- src/content_mapblock.cpp | 152 ++++++++++++++++----------------------- 1 file changed, 60 insertions(+), 92 deletions(-) diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index c4d09e18c..cd6d126de 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -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); } -- 2.25.1