2024-10-28 15:57:39 +01:00
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// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2011-11-14 21:41:30 +02:00
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#include "nodedef.h"
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2012-01-12 06:10:39 +01:00
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#include "itemdef.h"
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2024-10-15 15:47:23 +02:00
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#if CHECK_CLIENT_BUILD()
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2018-11-28 20:01:49 +01:00
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#include "client/mesh.h"
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#include "client/shader.h"
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#include "client/client.h"
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2017-06-26 20:11:17 +02:00
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#include "client/renderingengine.h"
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2024-09-09 20:39:35 +02:00
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#include "client/texturesource.h"
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2017-06-26 20:11:17 +02:00
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#include "client/tile.h"
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2014-10-21 05:12:15 +02:00
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#include <IMeshManipulator.h>
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Fix handling of skinned meshes for nodes
Second try after the revert in 8a28339 due to an unexpected regression.
- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
since cloning the mesh ignored the transformation matrices.
Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
as resetting the animation overwrote scaled vertex data with static positions & normals.
For backwards compatibility, we now apply a 10x scale to static, non-glTF models.
We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).
However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).
Thus, to preserve behavior, we:
1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.
See also: #16141
2025-05-20 18:37:33 +02:00
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#include <SMesh.h>
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2024-12-20 19:04:56 +01:00
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#include <SkinnedMesh.h>
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2011-11-14 21:41:30 +02:00
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#endif
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#include "log.h"
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2011-11-15 19:58:36 +02:00
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#include "settings.h"
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2011-11-16 13:03:28 +02:00
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#include "nameidmapping.h"
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2013-07-14 00:55:47 +02:00
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#include "util/numeric.h"
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2012-06-17 02:40:36 +03:00
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#include "util/serialize.h"
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2022-04-23 18:04:38 +02:00
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#include "util/string.h"
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2014-09-11 18:22:05 -04:00
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#include "exceptions.h"
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#include "debug.h"
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2014-10-15 04:13:53 +02:00
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#include "gamedef.h"
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
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#include "mapnode.h"
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2015-03-30 11:55:29 +01:00
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#include <fstream> // Used in applyTextureOverrides()
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2017-09-11 15:51:40 +02:00
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#include <algorithm>
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2017-10-25 10:23:24 -03:00
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#include <cmath>
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2011-11-15 19:58:36 +02:00
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2011-11-15 22:41:49 +02:00
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/*
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NodeBox
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*/
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2012-03-19 04:25:09 +01:00
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void NodeBox::reset()
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{
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type = NODEBOX_REGULAR;
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// default is empty
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fixed.clear();
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// default is sign/ladder-like
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wall_top = aabb3f(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2);
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wall_bottom = aabb3f(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2);
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wall_side = aabb3f(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2);
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
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// no default for other parts
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2022-05-09 20:59:28 +02:00
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connected.reset();
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2012-03-19 04:25:09 +01:00
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}
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2013-08-02 00:50:58 +04:00
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void NodeBox::serialize(std::ostream &os, u16 protocol_version) const
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2011-11-15 19:58:36 +02:00
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{
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2022-06-20 21:56:12 +02:00
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writeU8(os, 6); // version. Protocol >= 36
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2013-08-02 00:50:58 +04:00
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
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switch (type) {
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case NODEBOX_LEVELED:
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case NODEBOX_FIXED:
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2017-08-29 19:26:55 +02:00
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writeU8(os, type);
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2012-03-19 04:25:09 +01:00
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writeU16(os, fixed.size());
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2017-08-19 11:30:46 +02:00
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for (const aabb3f &nodebox : fixed) {
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2019-01-03 17:04:26 +01:00
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writeV3F32(os, nodebox.MinEdge);
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writeV3F32(os, nodebox.MaxEdge);
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2012-03-19 04:25:09 +01:00
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}
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
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break;
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case NODEBOX_WALLMOUNTED:
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writeU8(os, type);
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2019-01-03 17:04:26 +01:00
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writeV3F32(os, wall_top.MinEdge);
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writeV3F32(os, wall_top.MaxEdge);
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writeV3F32(os, wall_bottom.MinEdge);
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writeV3F32(os, wall_bottom.MaxEdge);
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writeV3F32(os, wall_side.MinEdge);
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writeV3F32(os, wall_side.MaxEdge);
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
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break;
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2022-05-09 20:59:28 +02:00
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case NODEBOX_CONNECTED: {
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2017-08-29 19:26:55 +02:00
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writeU8(os, type);
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
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2017-08-19 11:30:46 +02:00
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#define WRITEBOX(box) \
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
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writeU16(os, (box).size()); \
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2017-08-19 11:30:46 +02:00
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for (const aabb3f &i: (box)) { \
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2019-01-03 17:04:26 +01:00
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writeV3F32(os, i.MinEdge); \
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writeV3F32(os, i.MaxEdge); \
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2017-08-19 11:30:46 +02:00
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};
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Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
|
2022-05-09 20:59:28 +02:00
|
|
|
const auto &c = getConnected();
|
|
|
|
|
2017-08-29 19:26:55 +02:00
|
|
|
WRITEBOX(fixed);
|
2022-05-09 20:59:28 +02:00
|
|
|
WRITEBOX(c.connect_top);
|
|
|
|
WRITEBOX(c.connect_bottom);
|
|
|
|
WRITEBOX(c.connect_front);
|
|
|
|
WRITEBOX(c.connect_left);
|
|
|
|
WRITEBOX(c.connect_back);
|
|
|
|
WRITEBOX(c.connect_right);
|
|
|
|
WRITEBOX(c.disconnected_top);
|
|
|
|
WRITEBOX(c.disconnected_bottom);
|
|
|
|
WRITEBOX(c.disconnected_front);
|
|
|
|
WRITEBOX(c.disconnected_left);
|
|
|
|
WRITEBOX(c.disconnected_back);
|
|
|
|
WRITEBOX(c.disconnected_right);
|
|
|
|
WRITEBOX(c.disconnected);
|
|
|
|
WRITEBOX(c.disconnected_sides);
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
break;
|
2022-05-09 20:59:28 +02:00
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
default:
|
|
|
|
writeU8(os, type);
|
|
|
|
break;
|
2012-03-19 04:25:09 +01:00
|
|
|
}
|
2011-11-15 19:58:36 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void NodeBox::deSerialize(std::istream &is)
|
|
|
|
{
|
2022-06-20 21:56:12 +02:00
|
|
|
if (readU8(is) < 6)
|
2011-11-15 19:58:36 +02:00
|
|
|
throw SerializationError("unsupported NodeBox version");
|
2012-03-19 04:25:09 +01:00
|
|
|
|
|
|
|
reset();
|
|
|
|
|
2024-01-17 20:05:46 +01:00
|
|
|
type = static_cast<NodeBoxType>(readU8(is));
|
|
|
|
switch (type) {
|
|
|
|
case NODEBOX_REGULAR:
|
|
|
|
break;
|
|
|
|
case NODEBOX_FIXED:
|
|
|
|
case NODEBOX_LEVELED: {
|
|
|
|
u16 fixed_count = readU16(is);
|
|
|
|
while(fixed_count--) {
|
2024-12-29 14:36:30 +01:00
|
|
|
aabb3f box{{0.0f, 0.0f, 0.0f}};
|
2024-01-17 20:05:46 +01:00
|
|
|
box.MinEdge = readV3F32(is);
|
|
|
|
box.MaxEdge = readV3F32(is);
|
|
|
|
fixed.push_back(box);
|
|
|
|
}
|
|
|
|
break;
|
2012-03-19 04:25:09 +01:00
|
|
|
}
|
2024-01-17 20:05:46 +01:00
|
|
|
case NODEBOX_WALLMOUNTED:
|
|
|
|
wall_top.MinEdge = readV3F32(is);
|
|
|
|
wall_top.MaxEdge = readV3F32(is);
|
|
|
|
wall_bottom.MinEdge = readV3F32(is);
|
|
|
|
wall_bottom.MaxEdge = readV3F32(is);
|
|
|
|
wall_side.MinEdge = readV3F32(is);
|
|
|
|
wall_side.MaxEdge = readV3F32(is);
|
|
|
|
break;
|
|
|
|
case NODEBOX_CONNECTED: {
|
2017-08-20 19:37:29 +02:00
|
|
|
#define READBOXES(box) { \
|
2024-01-17 20:05:46 +01:00
|
|
|
count = readU16(is); \
|
|
|
|
(box).reserve(count); \
|
|
|
|
while (count--) { \
|
|
|
|
v3f min = readV3F32(is); \
|
|
|
|
v3f max = readV3F32(is); \
|
|
|
|
(box).emplace_back(min, max); }; }
|
|
|
|
|
|
|
|
u16 count;
|
|
|
|
|
|
|
|
auto &c = getConnected();
|
|
|
|
|
|
|
|
READBOXES(fixed);
|
|
|
|
READBOXES(c.connect_top);
|
|
|
|
READBOXES(c.connect_bottom);
|
|
|
|
READBOXES(c.connect_front);
|
|
|
|
READBOXES(c.connect_left);
|
|
|
|
READBOXES(c.connect_back);
|
|
|
|
READBOXES(c.connect_right);
|
|
|
|
READBOXES(c.disconnected_top);
|
|
|
|
READBOXES(c.disconnected_bottom);
|
|
|
|
READBOXES(c.disconnected_front);
|
|
|
|
READBOXES(c.disconnected_left);
|
|
|
|
READBOXES(c.disconnected_back);
|
|
|
|
READBOXES(c.disconnected_right);
|
|
|
|
READBOXES(c.disconnected);
|
|
|
|
READBOXES(c.disconnected_sides);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
type = NODEBOX_REGULAR;
|
|
|
|
break;
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
}
|
2011-11-15 19:58:36 +02:00
|
|
|
}
|
|
|
|
|
2011-11-15 22:41:49 +02:00
|
|
|
/*
|
2012-06-16 03:40:45 +03:00
|
|
|
TileDef
|
2011-11-15 22:41:49 +02:00
|
|
|
*/
|
2012-11-25 21:16:48 -05:00
|
|
|
|
2017-10-15 10:34:14 +03:00
|
|
|
#define TILE_FLAG_BACKFACE_CULLING (1 << 0)
|
|
|
|
#define TILE_FLAG_TILEABLE_HORIZONTAL (1 << 1)
|
|
|
|
#define TILE_FLAG_TILEABLE_VERTICAL (1 << 2)
|
|
|
|
#define TILE_FLAG_HAS_COLOR (1 << 3)
|
|
|
|
#define TILE_FLAG_HAS_SCALE (1 << 4)
|
|
|
|
#define TILE_FLAG_HAS_ALIGN_STYLE (1 << 5)
|
|
|
|
|
2013-01-25 01:37:19 +01:00
|
|
|
void TileDef::serialize(std::ostream &os, u16 protocol_version) const
|
2011-11-15 19:58:36 +02:00
|
|
|
{
|
2017-08-29 19:26:55 +02:00
|
|
|
// protocol_version >= 36
|
2017-10-15 10:34:14 +03:00
|
|
|
u8 version = 6;
|
2017-08-29 19:26:55 +02:00
|
|
|
writeU8(os, version);
|
2017-03-19 08:44:29 +01:00
|
|
|
|
2022-01-12 18:49:14 +01:00
|
|
|
if (protocol_version > 39) {
|
|
|
|
os << serializeString16(name);
|
|
|
|
} else {
|
|
|
|
// Before f018737, TextureSource::getTextureAverageColor did not handle
|
|
|
|
// missing textures. "[png" can be used as base texture, but is not known
|
|
|
|
// on older clients. Hence use "blank.png" to avoid this problem.
|
2022-04-23 18:04:38 +02:00
|
|
|
// To be forward-compatible with future base textures/modifiers,
|
|
|
|
// we apply the same prefix to any texture beginning with [,
|
|
|
|
// except for the ones that are supported on older clients.
|
|
|
|
bool pass_through = true;
|
|
|
|
|
|
|
|
if (!name.empty() && name[0] == '[') {
|
|
|
|
pass_through = str_starts_with(name, "[combine:") ||
|
|
|
|
str_starts_with(name, "[inventorycube{") ||
|
|
|
|
str_starts_with(name, "[lowpart:");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pass_through)
|
2022-01-12 18:49:14 +01:00
|
|
|
os << serializeString16(name);
|
2022-04-23 18:04:38 +02:00
|
|
|
else
|
|
|
|
os << serializeString16("blank.png^" + name);
|
2022-01-12 18:49:14 +01:00
|
|
|
}
|
2017-08-29 19:26:55 +02:00
|
|
|
animation.serialize(os, version);
|
2017-10-15 10:34:14 +03:00
|
|
|
bool has_scale = scale > 0;
|
|
|
|
u16 flags = 0;
|
|
|
|
if (backface_culling)
|
|
|
|
flags |= TILE_FLAG_BACKFACE_CULLING;
|
|
|
|
if (tileable_horizontal)
|
|
|
|
flags |= TILE_FLAG_TILEABLE_HORIZONTAL;
|
|
|
|
if (tileable_vertical)
|
|
|
|
flags |= TILE_FLAG_TILEABLE_VERTICAL;
|
|
|
|
if (has_color)
|
|
|
|
flags |= TILE_FLAG_HAS_COLOR;
|
|
|
|
if (has_scale)
|
|
|
|
flags |= TILE_FLAG_HAS_SCALE;
|
|
|
|
if (align_style != ALIGN_STYLE_NODE)
|
|
|
|
flags |= TILE_FLAG_HAS_ALIGN_STYLE;
|
|
|
|
writeU16(os, flags);
|
2017-08-29 19:26:55 +02:00
|
|
|
if (has_color) {
|
|
|
|
writeU8(os, color.getRed());
|
|
|
|
writeU8(os, color.getGreen());
|
|
|
|
writeU8(os, color.getBlue());
|
2017-01-12 15:46:30 +01:00
|
|
|
}
|
2017-10-15 10:34:14 +03:00
|
|
|
if (has_scale)
|
|
|
|
writeU8(os, scale);
|
|
|
|
if (align_style != ALIGN_STYLE_NODE)
|
|
|
|
writeU8(os, align_style);
|
2011-11-15 19:58:36 +02:00
|
|
|
}
|
|
|
|
|
2022-06-20 21:56:12 +02:00
|
|
|
void TileDef::deSerialize(std::istream &is, NodeDrawType drawtype, u16 protocol_version)
|
2011-11-15 19:58:36 +02:00
|
|
|
{
|
2022-06-20 21:56:12 +02:00
|
|
|
if (readU8(is) < 6)
|
2017-10-15 10:34:14 +03:00
|
|
|
throw SerializationError("unsupported TileDef version");
|
2022-06-20 21:56:12 +02:00
|
|
|
|
2020-09-20 13:12:55 +02:00
|
|
|
name = deSerializeString16(is);
|
2022-06-20 21:56:12 +02:00
|
|
|
animation.deSerialize(is, protocol_version);
|
2017-10-15 10:34:14 +03:00
|
|
|
u16 flags = readU16(is);
|
|
|
|
backface_culling = flags & TILE_FLAG_BACKFACE_CULLING;
|
|
|
|
tileable_horizontal = flags & TILE_FLAG_TILEABLE_HORIZONTAL;
|
|
|
|
tileable_vertical = flags & TILE_FLAG_TILEABLE_VERTICAL;
|
|
|
|
has_color = flags & TILE_FLAG_HAS_COLOR;
|
|
|
|
bool has_scale = flags & TILE_FLAG_HAS_SCALE;
|
|
|
|
bool has_align_style = flags & TILE_FLAG_HAS_ALIGN_STYLE;
|
2017-08-29 19:26:55 +02:00
|
|
|
if (has_color) {
|
|
|
|
color.setRed(readU8(is));
|
|
|
|
color.setGreen(readU8(is));
|
|
|
|
color.setBlue(readU8(is));
|
2017-01-12 15:46:30 +01:00
|
|
|
}
|
2017-10-15 10:34:14 +03:00
|
|
|
scale = has_scale ? readU8(is) : 0;
|
2024-01-17 20:05:46 +01:00
|
|
|
if (has_align_style) {
|
2017-10-15 10:34:14 +03:00
|
|
|
align_style = static_cast<AlignStyle>(readU8(is));
|
2024-01-17 20:05:46 +01:00
|
|
|
if (align_style >= AlignStyle_END)
|
|
|
|
align_style = ALIGN_STYLE_NODE;
|
|
|
|
} else {
|
2017-10-15 10:34:14 +03:00
|
|
|
align_style = ALIGN_STYLE_NODE;
|
2024-01-17 20:05:46 +01:00
|
|
|
}
|
2011-11-15 19:58:36 +02:00
|
|
|
}
|
|
|
|
|
2016-05-22 20:33:06 +02:00
|
|
|
void TextureSettings::readSettings()
|
|
|
|
{
|
|
|
|
connected_glass = g_settings->getBool("connected_glass");
|
2024-05-22 09:46:05 -05:00
|
|
|
translucent_liquids = g_settings->getBool("translucent_liquids");
|
2016-05-22 20:33:06 +02:00
|
|
|
enable_minimap = g_settings->getBool("enable_minimap");
|
2025-04-21 12:31:44 +02:00
|
|
|
node_texture_size = rangelim(g_settings->getU16("texture_min_size"),
|
|
|
|
TEXTURE_FILTER_MIN_SIZE, 16384);
|
2016-05-22 20:33:06 +02:00
|
|
|
std::string leaves_style_str = g_settings->get("leaves_style");
|
2017-10-15 10:34:14 +03:00
|
|
|
std::string world_aligned_mode_str = g_settings->get("world_aligned_mode");
|
|
|
|
std::string autoscale_mode_str = g_settings->get("autoscale_mode");
|
2016-05-22 20:33:06 +02:00
|
|
|
|
|
|
|
if (leaves_style_str == "fancy") {
|
|
|
|
leaves_style = LEAVES_FANCY;
|
|
|
|
} else if (leaves_style_str == "simple") {
|
|
|
|
leaves_style = LEAVES_SIMPLE;
|
|
|
|
} else {
|
|
|
|
leaves_style = LEAVES_OPAQUE;
|
|
|
|
}
|
2017-10-15 10:34:14 +03:00
|
|
|
|
|
|
|
if (world_aligned_mode_str == "enable")
|
|
|
|
world_aligned_mode = WORLDALIGN_ENABLE;
|
|
|
|
else if (world_aligned_mode_str == "force_solid")
|
|
|
|
world_aligned_mode = WORLDALIGN_FORCE;
|
|
|
|
else if (world_aligned_mode_str == "force_nodebox")
|
|
|
|
world_aligned_mode = WORLDALIGN_FORCE_NODEBOX;
|
|
|
|
else
|
|
|
|
world_aligned_mode = WORLDALIGN_DISABLE;
|
|
|
|
|
|
|
|
if (autoscale_mode_str == "enable")
|
|
|
|
autoscale_mode = AUTOSCALE_ENABLE;
|
|
|
|
else if (autoscale_mode_str == "force")
|
|
|
|
autoscale_mode = AUTOSCALE_FORCE;
|
|
|
|
else
|
|
|
|
autoscale_mode = AUTOSCALE_DISABLE;
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
|
|
|
|
2011-11-15 22:41:49 +02:00
|
|
|
/*
|
|
|
|
ContentFeatures
|
|
|
|
*/
|
|
|
|
|
2011-11-15 19:58:36 +02:00
|
|
|
ContentFeatures::ContentFeatures()
|
|
|
|
{
|
|
|
|
reset();
|
|
|
|
}
|
2011-11-14 21:41:30 +02:00
|
|
|
|
2020-07-10 12:11:44 +02:00
|
|
|
ContentFeatures::~ContentFeatures()
|
|
|
|
{
|
2024-10-15 15:47:23 +02:00
|
|
|
#if CHECK_CLIENT_BUILD()
|
2022-11-03 21:18:49 -04:00
|
|
|
for (auto &t : tiles) {
|
|
|
|
for (u16 j = 0; j < 6; j++) {
|
|
|
|
delete t[j].layers[0].frames;
|
|
|
|
delete t[j].layers[1].frames;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (auto &t : special_tiles) {
|
|
|
|
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++)
|
|
|
|
delete t[j].layers[0].frames;
|
2020-07-10 12:11:44 +02:00
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2011-11-15 19:58:36 +02:00
|
|
|
void ContentFeatures::reset()
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
Cached stuff
|
|
|
|
*/
|
2024-10-15 15:47:23 +02:00
|
|
|
#if CHECK_CLIENT_BUILD()
|
2022-11-03 21:18:49 -04:00
|
|
|
tiles = std::vector<std::array<TileSpec, 6> >(1);
|
|
|
|
special_tiles = std::vector<std::array<TileSpec, CF_SPECIAL_COUNT> >(1);
|
2011-11-15 19:58:36 +02:00
|
|
|
solidness = 2;
|
|
|
|
visual_solidness = 0;
|
|
|
|
backface_culling = true;
|
2015-07-16 15:36:48 +02:00
|
|
|
|
2011-11-15 19:58:36 +02:00
|
|
|
#endif
|
2012-06-05 23:51:37 +03:00
|
|
|
has_on_construct = false;
|
|
|
|
has_on_destruct = false;
|
|
|
|
has_after_destruct = false;
|
2024-02-15 11:05:42 +01:00
|
|
|
floats = false;
|
2024-02-27 10:56:22 +01:00
|
|
|
|
2011-11-15 19:58:36 +02:00
|
|
|
/*
|
|
|
|
Actual data
|
2012-11-25 21:16:48 -05:00
|
|
|
|
2011-11-26 02:26:19 +02:00
|
|
|
NOTE: Most of this is always overridden by the default values given
|
|
|
|
in builtin.lua
|
2011-11-15 19:58:36 +02:00
|
|
|
*/
|
2022-09-06 13:21:09 +03:00
|
|
|
name.clear();
|
2012-02-28 19:45:23 +02:00
|
|
|
groups.clear();
|
2012-03-19 08:16:17 +02:00
|
|
|
// Unknown nodes can be dug
|
|
|
|
groups["dig_immediate"] = 2;
|
2011-11-15 19:58:36 +02:00
|
|
|
drawtype = NDT_NORMAL;
|
2022-09-06 13:21:09 +03:00
|
|
|
mesh.clear();
|
2024-10-15 15:47:23 +02:00
|
|
|
#if CHECK_CLIENT_BUILD()
|
2024-11-13 14:24:01 +01:00
|
|
|
mesh_ptr = nullptr;
|
2022-11-03 21:18:49 -04:00
|
|
|
minimap_color = std::vector<video::SColor>(1, video::SColor(0, 0, 0, 0));
|
2014-10-15 04:13:53 +02:00
|
|
|
#endif
|
2011-11-15 19:58:36 +02:00
|
|
|
visual_scale = 1.0;
|
2022-11-03 21:18:49 -04:00
|
|
|
tiledef = std::vector<std::array<TileDef, 6> >(1);
|
|
|
|
tiledef_overlay = std::vector<std::array<TileDef, 6> >(1);
|
|
|
|
tiledef_special = std::vector<std::array<TileDef, CF_SPECIAL_COUNT> >(1);
|
2021-01-17 01:56:50 +01:00
|
|
|
alpha = ALPHAMODE_OPAQUE;
|
2011-11-15 19:58:36 +02:00
|
|
|
post_effect_color = video::SColor(0, 0, 0, 0);
|
|
|
|
param_type = CPT_NONE;
|
2012-01-21 00:11:44 +01:00
|
|
|
param_type_2 = CPT2_NONE;
|
2022-11-03 21:18:49 -04:00
|
|
|
variant_count = 1;
|
|
|
|
param2_variant = BitField<u8>();
|
2011-11-15 19:58:36 +02:00
|
|
|
is_ground_content = false;
|
|
|
|
light_propagates = false;
|
|
|
|
sunlight_propagates = false;
|
|
|
|
walkable = true;
|
2024-01-22 18:27:08 +01:00
|
|
|
pointable = PointabilityType::POINTABLE;
|
2011-11-15 19:58:36 +02:00
|
|
|
diggable = true;
|
|
|
|
climbable = false;
|
|
|
|
buildable_to = false;
|
2015-12-30 04:22:58 +00:00
|
|
|
floodable = false;
|
2013-01-27 10:33:25 +01:00
|
|
|
rightclickable = true;
|
2013-07-13 21:48:14 +04:00
|
|
|
leveled = 0;
|
2020-05-19 21:08:37 +02:00
|
|
|
leveled_max = LEVELED_MAX;
|
2011-11-15 19:58:36 +02:00
|
|
|
liquid_type = LIQUID_NONE;
|
2022-09-06 13:21:09 +03:00
|
|
|
liquid_alternative_flowing.clear();
|
2020-05-21 00:52:10 +03:00
|
|
|
liquid_alternative_flowing_id = CONTENT_IGNORE;
|
2022-09-06 13:21:09 +03:00
|
|
|
liquid_alternative_source.clear();
|
2020-05-21 00:52:10 +03:00
|
|
|
liquid_alternative_source_id = CONTENT_IGNORE;
|
2011-11-15 19:58:36 +02:00
|
|
|
liquid_viscosity = 0;
|
2012-09-07 20:48:12 +04:00
|
|
|
liquid_renewable = true;
|
2013-07-16 16:28:18 +02:00
|
|
|
liquid_range = LIQUID_LEVEL_MAX+1;
|
2013-08-01 18:36:11 +02:00
|
|
|
drowning = 0;
|
2011-11-15 19:58:36 +02:00
|
|
|
light_source = 0;
|
|
|
|
damage_per_second = 0;
|
2022-05-09 20:59:28 +02:00
|
|
|
node_box.reset();
|
|
|
|
selection_box.reset();
|
|
|
|
collision_box.reset();
|
2013-12-03 17:21:40 +01:00
|
|
|
waving = 0;
|
2012-01-21 00:11:44 +01:00
|
|
|
legacy_facedir_simple = false;
|
|
|
|
legacy_wallmounted = false;
|
2023-06-16 20:15:21 +02:00
|
|
|
sound_footstep = SoundSpec();
|
|
|
|
sound_dig = SoundSpec("__group");
|
|
|
|
sound_dug = SoundSpec();
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
connects_to.clear();
|
|
|
|
connects_to_ids.clear();
|
Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.
We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.
If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-03 23:18:04 -08:00
|
|
|
connect_sides = 0;
|
2017-01-12 15:46:30 +01:00
|
|
|
color = video::SColor(0xFFFFFFFF);
|
2022-09-06 13:21:09 +03:00
|
|
|
palette_name.clear();
|
2017-01-12 15:46:30 +01:00
|
|
|
palette = NULL;
|
2017-09-11 14:50:06 +02:00
|
|
|
node_dig_prediction = "air";
|
2021-10-01 14:21:24 +00:00
|
|
|
move_resistance = 0;
|
|
|
|
liquid_move_physics = false;
|
2023-08-24 20:16:36 +02:00
|
|
|
post_effect_color_shaded = false;
|
2011-11-15 19:58:36 +02:00
|
|
|
}
|
|
|
|
|
2021-01-17 01:56:50 +01:00
|
|
|
void ContentFeatures::setAlphaFromLegacy(u8 legacy_alpha)
|
|
|
|
{
|
|
|
|
switch (drawtype) {
|
|
|
|
case NDT_NORMAL:
|
|
|
|
alpha = legacy_alpha == 255 ? ALPHAMODE_OPAQUE : ALPHAMODE_CLIP;
|
|
|
|
break;
|
|
|
|
case NDT_LIQUID:
|
|
|
|
case NDT_FLOWINGLIQUID:
|
|
|
|
alpha = legacy_alpha == 255 ? ALPHAMODE_OPAQUE : ALPHAMODE_BLEND;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
alpha = legacy_alpha == 255 ? ALPHAMODE_CLIP : ALPHAMODE_BLEND;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
u8 ContentFeatures::getAlphaForLegacy() const
|
|
|
|
{
|
|
|
|
// This is so simple only because 255 and 0 mean wildly different things
|
|
|
|
// depending on drawtype...
|
|
|
|
return alpha == ALPHAMODE_OPAQUE ? 255 : 0;
|
|
|
|
}
|
|
|
|
|
2015-05-05 16:52:06 -04:00
|
|
|
void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
|
2011-11-15 19:58:36 +02:00
|
|
|
{
|
2022-06-20 21:56:12 +02:00
|
|
|
writeU8(os, CONTENTFEATURES_VERSION);
|
2016-01-23 19:53:27 -08:00
|
|
|
|
2017-01-12 15:46:30 +01:00
|
|
|
// general
|
2020-09-20 13:12:55 +02:00
|
|
|
os << serializeString16(name);
|
2012-02-28 19:45:23 +02:00
|
|
|
writeU16(os, groups.size());
|
2017-08-19 11:30:46 +02:00
|
|
|
for (const auto &group : groups) {
|
2020-09-20 13:12:55 +02:00
|
|
|
os << serializeString16(group.first);
|
2022-02-16 17:06:00 -05:00
|
|
|
if (protocol_version < 41 && group.first.compare("bouncy") == 0) {
|
|
|
|
// Old clients may choke on negative bouncy value
|
|
|
|
writeS16(os, abs(group.second));
|
|
|
|
} else {
|
|
|
|
writeS16(os, group.second);
|
|
|
|
}
|
2012-02-28 19:45:23 +02:00
|
|
|
}
|
2017-01-12 15:46:30 +01:00
|
|
|
writeU8(os, param_type);
|
|
|
|
writeU8(os, param_type_2);
|
|
|
|
|
|
|
|
// visual
|
2011-11-15 19:58:36 +02:00
|
|
|
writeU8(os, drawtype);
|
2020-09-20 13:12:55 +02:00
|
|
|
os << serializeString16(mesh);
|
2019-01-03 17:04:26 +01:00
|
|
|
writeF32(os, visual_scale);
|
2011-11-15 19:58:36 +02:00
|
|
|
writeU8(os, 6);
|
2022-11-03 21:18:49 -04:00
|
|
|
for (const TileDef &td : tiledef[0])
|
2017-08-19 11:30:46 +02:00
|
|
|
td.serialize(os, protocol_version);
|
2022-11-03 21:18:49 -04:00
|
|
|
for (const TileDef &td : tiledef_overlay[0])
|
2017-08-19 11:30:46 +02:00
|
|
|
td.serialize(os, protocol_version);
|
2011-11-15 19:58:36 +02:00
|
|
|
writeU8(os, CF_SPECIAL_COUNT);
|
2022-11-03 21:18:49 -04:00
|
|
|
for (const TileDef &td : tiledef_special[0]) {
|
2017-08-19 11:30:46 +02:00
|
|
|
td.serialize(os, protocol_version);
|
2011-11-15 19:58:36 +02:00
|
|
|
}
|
2021-01-17 01:56:50 +01:00
|
|
|
writeU8(os, getAlphaForLegacy());
|
2017-01-12 15:46:30 +01:00
|
|
|
writeU8(os, color.getRed());
|
|
|
|
writeU8(os, color.getGreen());
|
|
|
|
writeU8(os, color.getBlue());
|
2020-09-20 13:12:55 +02:00
|
|
|
os << serializeString16(palette_name);
|
2017-01-12 15:46:30 +01:00
|
|
|
writeU8(os, waving);
|
|
|
|
writeU8(os, connect_sides);
|
|
|
|
writeU16(os, connects_to_ids.size());
|
2017-08-19 11:30:46 +02:00
|
|
|
for (u16 connects_to_id : connects_to_ids)
|
|
|
|
writeU16(os, connects_to_id);
|
2019-01-03 17:04:26 +01:00
|
|
|
writeARGB8(os, post_effect_color);
|
2017-01-12 15:46:30 +01:00
|
|
|
writeU8(os, leveled);
|
|
|
|
|
|
|
|
// lighting
|
2011-11-15 19:58:36 +02:00
|
|
|
writeU8(os, light_propagates);
|
|
|
|
writeU8(os, sunlight_propagates);
|
2017-01-12 15:46:30 +01:00
|
|
|
writeU8(os, light_source);
|
|
|
|
|
|
|
|
// map generation
|
|
|
|
writeU8(os, is_ground_content);
|
|
|
|
|
|
|
|
// interaction
|
2011-11-15 19:58:36 +02:00
|
|
|
writeU8(os, walkable);
|
2024-01-22 18:27:08 +01:00
|
|
|
Pointabilities::serializePointabilityType(os, pointable);
|
2011-11-15 19:58:36 +02:00
|
|
|
writeU8(os, diggable);
|
|
|
|
writeU8(os, climbable);
|
|
|
|
writeU8(os, buildable_to);
|
2017-01-12 15:46:30 +01:00
|
|
|
writeU8(os, rightclickable);
|
|
|
|
writeU32(os, damage_per_second);
|
|
|
|
|
|
|
|
// liquid
|
2022-01-12 18:49:14 +01:00
|
|
|
LiquidType liquid_type_bc = liquid_type;
|
|
|
|
if (protocol_version <= 39) {
|
|
|
|
// Since commit 7f25823, liquid drawtypes can be used even with LIQUID_NONE
|
|
|
|
// solution: force liquid type accordingly to accepted values
|
|
|
|
if (drawtype == NDT_LIQUID)
|
|
|
|
liquid_type_bc = LIQUID_SOURCE;
|
|
|
|
else if (drawtype == NDT_FLOWINGLIQUID)
|
|
|
|
liquid_type_bc = LIQUID_FLOWING;
|
|
|
|
}
|
|
|
|
writeU8(os, liquid_type_bc);
|
2020-09-20 13:12:55 +02:00
|
|
|
os << serializeString16(liquid_alternative_flowing);
|
|
|
|
os << serializeString16(liquid_alternative_source);
|
2011-11-15 19:58:36 +02:00
|
|
|
writeU8(os, liquid_viscosity);
|
2012-11-25 21:11:45 +02:00
|
|
|
writeU8(os, liquid_renewable);
|
2017-01-12 15:46:30 +01:00
|
|
|
writeU8(os, liquid_range);
|
|
|
|
writeU8(os, drowning);
|
|
|
|
writeU8(os, floodable);
|
|
|
|
|
|
|
|
// node boxes
|
2013-08-02 00:50:58 +04:00
|
|
|
node_box.serialize(os, protocol_version);
|
|
|
|
selection_box.serialize(os, protocol_version);
|
2017-01-12 15:46:30 +01:00
|
|
|
collision_box.serialize(os, protocol_version);
|
|
|
|
|
|
|
|
// sound
|
2023-06-16 20:15:21 +02:00
|
|
|
sound_footstep.serializeSimple(os, protocol_version);
|
|
|
|
sound_dig.serializeSimple(os, protocol_version);
|
|
|
|
sound_dug.serializeSimple(os, protocol_version);
|
2017-01-12 15:46:30 +01:00
|
|
|
|
|
|
|
// legacy
|
|
|
|
writeU8(os, legacy_facedir_simple);
|
|
|
|
writeU8(os, legacy_wallmounted);
|
2017-09-11 14:50:06 +02:00
|
|
|
|
2021-10-01 14:21:24 +00:00
|
|
|
// new attributes
|
2020-09-20 13:12:55 +02:00
|
|
|
os << serializeString16(node_dig_prediction);
|
2020-05-19 21:08:37 +02:00
|
|
|
writeU8(os, leveled_max);
|
2021-01-17 01:56:50 +01:00
|
|
|
writeU8(os, alpha);
|
2021-10-01 14:21:24 +00:00
|
|
|
writeU8(os, move_resistance);
|
|
|
|
writeU8(os, liquid_move_physics);
|
2023-08-24 20:16:36 +02:00
|
|
|
writeU8(os, post_effect_color_shaded);
|
2022-11-03 21:18:49 -04:00
|
|
|
writeU16(os, variant_count);
|
|
|
|
writeU8(os, param2_variant.getWidth());
|
|
|
|
writeU8(os, param2_variant.getOffset());
|
|
|
|
for (u16 v = 1; v < variant_count; v++) {
|
|
|
|
for (const TileDef &td : tiledef[v])
|
|
|
|
td.serialize(os, protocol_version);
|
|
|
|
}
|
|
|
|
for (u16 v = 1; v < variant_count; v++) {
|
|
|
|
for (const TileDef &td : tiledef_overlay[v])
|
|
|
|
td.serialize(os, protocol_version);
|
|
|
|
}
|
|
|
|
for (u16 v = 1; v < variant_count; v++) {
|
|
|
|
for (const TileDef &td : tiledef_special[v])
|
|
|
|
td.serialize(os, protocol_version);
|
|
|
|
}
|
2017-01-12 15:46:30 +01:00
|
|
|
}
|
|
|
|
|
2022-06-20 21:56:12 +02:00
|
|
|
void ContentFeatures::deSerialize(std::istream &is, u16 protocol_version)
|
2011-11-15 19:58:36 +02:00
|
|
|
{
|
2022-06-20 21:56:12 +02:00
|
|
|
if (readU8(is) < CONTENTFEATURES_VERSION)
|
2016-01-23 19:53:27 -08:00
|
|
|
throw SerializationError("unsupported ContentFeatures version");
|
2012-11-26 23:59:03 +02:00
|
|
|
|
2017-01-12 15:46:30 +01:00
|
|
|
// general
|
2020-09-20 13:12:55 +02:00
|
|
|
name = deSerializeString16(is);
|
2012-11-26 23:59:03 +02:00
|
|
|
groups.clear();
|
|
|
|
u32 groups_size = readU16(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
for (u32 i = 0; i < groups_size; i++) {
|
2020-09-20 13:12:55 +02:00
|
|
|
std::string name = deSerializeString16(is);
|
2012-11-26 23:59:03 +02:00
|
|
|
int value = readS16(is);
|
|
|
|
groups[name] = value;
|
2012-02-28 19:45:23 +02:00
|
|
|
}
|
2024-01-17 20:05:46 +01:00
|
|
|
|
|
|
|
param_type = static_cast<ContentParamType>(readU8(is));
|
|
|
|
if (param_type >= ContentParamType_END)
|
|
|
|
param_type = CPT_NONE;
|
|
|
|
|
|
|
|
param_type_2 = static_cast<ContentParamType2>(readU8(is));
|
|
|
|
if (param_type_2 >= ContentParamType2_END)
|
|
|
|
param_type_2 = CPT2_NONE;
|
Backface culling: Ignore setting in tiledef from old servers.
Outdated servers are always sending tiledefs with culling
enabled no matter what, as the value was previously entirely
ignored.
To compensate, we must (1) detect that we're running against
an old server with a new client, and (2) disable culling for
mesh, plantlike, firelike and liquid draw types no matter what
the server is telling us.
In order to achieve this, we need to bump the protocol version
since we cannot rely on the tiledef version, and test for it
being older. I've bumped the protocol version, although that
should have likely happened in the actual change that introduced
the new backface_culling PR #3578. Fortunately that's only 2
commits back at this point.
We also explicitly test for the drawtype to assure we are not
changing the culling value for other nodes, where it should
remain enabled.
This was tested against various pub servers, including 0.4.13 and
0.4.12.
Fixes #3598
2016-01-21 14:40:24 -08:00
|
|
|
|
2017-01-12 15:46:30 +01:00
|
|
|
// visual
|
2024-01-17 20:05:46 +01:00
|
|
|
drawtype = static_cast<NodeDrawType>(readU8(is));
|
|
|
|
if (drawtype >= NodeDrawType_END)
|
|
|
|
drawtype = NDT_NORMAL;
|
2020-09-20 13:12:55 +02:00
|
|
|
mesh = deSerializeString16(is);
|
2019-01-03 17:04:26 +01:00
|
|
|
visual_scale = readF32(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
if (readU8(is) != 6)
|
2012-11-26 23:59:03 +02:00
|
|
|
throw SerializationError("unsupported tile count");
|
2022-11-03 21:18:49 -04:00
|
|
|
for (TileDef &td : tiledef[0])
|
2022-06-20 21:56:12 +02:00
|
|
|
td.deSerialize(is, drawtype, protocol_version);
|
2022-11-03 21:18:49 -04:00
|
|
|
for (TileDef &td : tiledef_overlay[0])
|
2022-06-20 21:56:12 +02:00
|
|
|
td.deSerialize(is, drawtype, protocol_version);
|
2017-01-12 15:46:30 +01:00
|
|
|
if (readU8(is) != CF_SPECIAL_COUNT)
|
2012-11-26 23:59:03 +02:00
|
|
|
throw SerializationError("unsupported CF_SPECIAL_COUNT");
|
2022-11-03 21:18:49 -04:00
|
|
|
for (TileDef &td : tiledef_special[0])
|
2022-06-20 21:56:12 +02:00
|
|
|
td.deSerialize(is, drawtype, protocol_version);
|
2021-01-17 01:56:50 +01:00
|
|
|
setAlphaFromLegacy(readU8(is));
|
2017-01-12 15:46:30 +01:00
|
|
|
color.setRed(readU8(is));
|
|
|
|
color.setGreen(readU8(is));
|
|
|
|
color.setBlue(readU8(is));
|
2020-09-20 13:12:55 +02:00
|
|
|
palette_name = deSerializeString16(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
waving = readU8(is);
|
|
|
|
connect_sides = readU8(is);
|
|
|
|
u16 connects_to_size = readU16(is);
|
|
|
|
connects_to_ids.clear();
|
|
|
|
for (u16 i = 0; i < connects_to_size; i++)
|
2017-09-11 15:51:40 +02:00
|
|
|
connects_to_ids.push_back(readU16(is));
|
2019-01-03 17:04:26 +01:00
|
|
|
post_effect_color = readARGB8(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
leveled = readU8(is);
|
|
|
|
|
|
|
|
// lighting-related
|
2012-11-26 23:59:03 +02:00
|
|
|
light_propagates = readU8(is);
|
|
|
|
sunlight_propagates = readU8(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
light_source = readU8(is);
|
|
|
|
light_source = MYMIN(light_source, LIGHT_MAX);
|
|
|
|
|
|
|
|
// map generation
|
|
|
|
is_ground_content = readU8(is);
|
|
|
|
|
|
|
|
// interaction
|
2012-11-26 23:59:03 +02:00
|
|
|
walkable = readU8(is);
|
2024-01-22 18:27:08 +01:00
|
|
|
pointable = Pointabilities::deSerializePointabilityType(is);
|
2012-11-26 23:59:03 +02:00
|
|
|
diggable = readU8(is);
|
|
|
|
climbable = readU8(is);
|
|
|
|
buildable_to = readU8(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
rightclickable = readU8(is);
|
|
|
|
damage_per_second = readU32(is);
|
|
|
|
|
|
|
|
// liquid
|
2024-01-17 20:05:46 +01:00
|
|
|
liquid_type = static_cast<LiquidType>(readU8(is));
|
|
|
|
if (liquid_type >= LiquidType_END)
|
|
|
|
liquid_type = LIQUID_NONE;
|
2021-10-01 14:21:24 +00:00
|
|
|
liquid_move_physics = liquid_type != LIQUID_NONE;
|
2020-09-20 13:12:55 +02:00
|
|
|
liquid_alternative_flowing = deSerializeString16(is);
|
|
|
|
liquid_alternative_source = deSerializeString16(is);
|
2012-11-26 23:59:03 +02:00
|
|
|
liquid_viscosity = readU8(is);
|
2021-10-01 14:21:24 +00:00
|
|
|
move_resistance = liquid_viscosity; // set default move_resistance
|
2012-11-26 23:59:03 +02:00
|
|
|
liquid_renewable = readU8(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
liquid_range = readU8(is);
|
|
|
|
drowning = readU8(is);
|
|
|
|
floodable = readU8(is);
|
|
|
|
|
|
|
|
// node boxes
|
2012-11-26 23:59:03 +02:00
|
|
|
node_box.deSerialize(is);
|
|
|
|
selection_box.deSerialize(is);
|
2017-01-12 15:46:30 +01:00
|
|
|
collision_box.deSerialize(is);
|
|
|
|
|
|
|
|
// sounds
|
2023-06-16 20:15:21 +02:00
|
|
|
sound_footstep.deSerializeSimple(is, protocol_version);
|
|
|
|
sound_dig.deSerializeSimple(is, protocol_version);
|
|
|
|
sound_dug.deSerializeSimple(is, protocol_version);
|
2017-01-12 15:46:30 +01:00
|
|
|
|
|
|
|
// read legacy properties
|
|
|
|
legacy_facedir_simple = readU8(is);
|
|
|
|
legacy_wallmounted = readU8(is);
|
2017-09-11 14:50:06 +02:00
|
|
|
|
|
|
|
try {
|
2020-09-20 13:12:55 +02:00
|
|
|
node_dig_prediction = deSerializeString16(is);
|
2021-01-17 01:56:50 +01:00
|
|
|
|
|
|
|
u8 tmp = readU8(is);
|
2020-05-19 21:08:37 +02:00
|
|
|
if (is.eof()) /* readU8 doesn't throw exceptions so we have to do this */
|
|
|
|
throw SerializationError("");
|
2021-01-17 01:56:50 +01:00
|
|
|
leveled_max = tmp;
|
|
|
|
|
|
|
|
tmp = readU8(is);
|
|
|
|
if (is.eof())
|
|
|
|
throw SerializationError("");
|
|
|
|
alpha = static_cast<enum AlphaMode>(tmp);
|
2024-01-17 20:05:46 +01:00
|
|
|
if (alpha >= AlphaMode_END || alpha == ALPHAMODE_LEGACY_COMPAT)
|
2023-12-13 13:15:59 +01:00
|
|
|
alpha = ALPHAMODE_OPAQUE;
|
2021-10-01 14:21:24 +00:00
|
|
|
|
|
|
|
tmp = readU8(is);
|
|
|
|
if (is.eof())
|
|
|
|
throw SerializationError("");
|
|
|
|
move_resistance = tmp;
|
|
|
|
|
|
|
|
tmp = readU8(is);
|
|
|
|
if (is.eof())
|
|
|
|
throw SerializationError("");
|
|
|
|
liquid_move_physics = tmp;
|
2023-08-24 20:16:36 +02:00
|
|
|
|
|
|
|
tmp = readU8(is);
|
|
|
|
if (is.eof())
|
|
|
|
throw SerializationError("");
|
|
|
|
post_effect_color_shaded = tmp;
|
2022-11-03 21:18:49 -04:00
|
|
|
|
|
|
|
u16 tmp_variant_count = readU16(is);
|
|
|
|
if (is.eof())
|
|
|
|
throw SerializationError("");
|
|
|
|
|
|
|
|
// Reserve space first for memory safety.
|
|
|
|
tiledef.reserve(variant_count);
|
|
|
|
tiledef_overlay.reserve(variant_count);
|
|
|
|
tiledef_special.reserve(variant_count);
|
|
|
|
for (u16 v = 1; v < tmp_variant_count; v++) {
|
|
|
|
tiledef.emplace_back();
|
|
|
|
tiledef_overlay.emplace_back();
|
|
|
|
tiledef_special.emplace_back();
|
|
|
|
}
|
|
|
|
|
|
|
|
variant_count = tmp_variant_count;
|
|
|
|
|
|
|
|
tmp = readU8(is);
|
|
|
|
u8 tmp2 = readU8(is);
|
|
|
|
if (is.eof())
|
|
|
|
throw SerializationError("");
|
|
|
|
param2_variant = BitField<u8>(tmp, tmp2);
|
|
|
|
|
|
|
|
for (u16 v = 1; v < variant_count; v++) {
|
|
|
|
for (TileDef &td : tiledef[v])
|
|
|
|
td.deSerialize(is, drawtype, protocol_version);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (u16 v = 1; v < variant_count; v++) {
|
|
|
|
for (TileDef &td : tiledef_overlay[v])
|
|
|
|
td.deSerialize(is, drawtype, protocol_version);
|
|
|
|
}
|
|
|
|
|
|
|
|
for (u16 v = 1; v < variant_count; v++) {
|
|
|
|
for (TileDef &td : tiledef_special[v])
|
|
|
|
td.deSerialize(is, drawtype, protocol_version);
|
|
|
|
}
|
2024-05-22 09:46:05 -05:00
|
|
|
} catch (SerializationError &e) {};
|
2011-11-15 14:43:15 +02:00
|
|
|
}
|
|
|
|
|
2024-10-15 15:47:23 +02:00
|
|
|
#if CHECK_CLIENT_BUILD()
|
2017-10-15 10:34:14 +03:00
|
|
|
static void fillTileAttribs(ITextureSource *tsrc, TileLayer *layer,
|
|
|
|
const TileSpec &tile, const TileDef &tiledef, video::SColor color,
|
2025-01-14 20:25:52 +01:00
|
|
|
MaterialType material_type, u32 shader_id, bool backface_culling,
|
2017-10-15 10:34:14 +03:00
|
|
|
const TextureSettings &tsettings)
|
2016-05-22 20:33:06 +02:00
|
|
|
{
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->shader_id = shader_id;
|
|
|
|
layer->texture = tsrc->getTextureForMesh(tiledef.name, &layer->texture_id);
|
|
|
|
layer->material_type = material_type;
|
|
|
|
|
|
|
|
bool has_scale = tiledef.scale > 0;
|
2020-06-01 21:19:35 +02:00
|
|
|
bool use_autoscale = tsettings.autoscale_mode == AUTOSCALE_FORCE ||
|
|
|
|
(tsettings.autoscale_mode == AUTOSCALE_ENABLE && !has_scale);
|
2022-03-02 17:46:27 +01:00
|
|
|
if (use_autoscale && layer->texture) {
|
2017-10-15 10:34:14 +03:00
|
|
|
auto texture_size = layer->texture->getOriginalSize();
|
|
|
|
float base_size = tsettings.node_texture_size;
|
|
|
|
float size = std::fmin(texture_size.Width, texture_size.Height);
|
|
|
|
layer->scale = std::fmax(base_size, size) / base_size;
|
|
|
|
} else if (has_scale) {
|
|
|
|
layer->scale = tiledef.scale;
|
|
|
|
} else {
|
|
|
|
layer->scale = 1;
|
|
|
|
}
|
|
|
|
if (!tile.world_aligned)
|
|
|
|
layer->scale = 1;
|
2016-05-22 20:33:06 +02:00
|
|
|
|
|
|
|
// Material flags
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->material_flags = 0;
|
2016-05-22 20:33:06 +02:00
|
|
|
if (backface_culling)
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
|
|
|
if (tiledef.animation.type != TAT_NONE)
|
|
|
|
layer->material_flags |= MATERIAL_FLAG_ANIMATION;
|
|
|
|
if (tiledef.tileable_horizontal)
|
|
|
|
layer->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
|
|
|
|
if (tiledef.tileable_vertical)
|
|
|
|
layer->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
|
2016-05-22 20:33:06 +02:00
|
|
|
|
2017-01-12 15:46:30 +01:00
|
|
|
// Color
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->has_color = tiledef.has_color;
|
|
|
|
if (tiledef.has_color)
|
|
|
|
layer->color = tiledef.color;
|
2017-01-12 15:46:30 +01:00
|
|
|
else
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->color = color;
|
2017-01-12 15:46:30 +01:00
|
|
|
|
2016-05-22 20:33:06 +02:00
|
|
|
// Animation parameters
|
|
|
|
int frame_count = 1;
|
2017-10-15 10:34:14 +03:00
|
|
|
if (layer->material_flags & MATERIAL_FLAG_ANIMATION) {
|
2022-03-02 17:46:27 +01:00
|
|
|
assert(layer->texture);
|
2024-02-09 00:01:12 +01:00
|
|
|
int frame_length_ms = 0;
|
2017-10-15 10:34:14 +03:00
|
|
|
tiledef.animation.determineParams(layer->texture->getOriginalSize(),
|
2017-01-14 16:48:49 +01:00
|
|
|
&frame_count, &frame_length_ms, NULL);
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->animation_frame_count = frame_count;
|
|
|
|
layer->animation_frame_length_ms = frame_length_ms;
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if (frame_count == 1) {
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->material_flags &= ~MATERIAL_FLAG_ANIMATION;
|
2016-05-22 20:33:06 +02:00
|
|
|
} else {
|
2022-03-02 17:46:27 +01:00
|
|
|
assert(layer->texture);
|
|
|
|
if (!layer->frames)
|
2020-07-10 12:11:44 +02:00
|
|
|
layer->frames = new std::vector<FrameSpec>();
|
2017-10-15 10:34:14 +03:00
|
|
|
layer->frames->resize(frame_count);
|
2016-05-22 20:33:06 +02:00
|
|
|
|
2022-03-02 17:46:27 +01:00
|
|
|
std::ostringstream os(std::ios::binary);
|
2016-05-22 20:33:06 +02:00
|
|
|
for (int i = 0; i < frame_count; i++) {
|
|
|
|
os.str("");
|
2017-10-15 10:34:14 +03:00
|
|
|
os << tiledef.name;
|
|
|
|
tiledef.animation.getTextureModifer(os,
|
|
|
|
layer->texture->getOriginalSize(), i);
|
2016-05-22 20:33:06 +02:00
|
|
|
|
2024-09-06 11:02:26 +02:00
|
|
|
FrameSpec &frame = (*layer->frames)[i];
|
2016-05-22 20:33:06 +02:00
|
|
|
frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-12-31 13:11:24 +01:00
|
|
|
static bool isWorldAligned(AlignStyle style, WorldAlignMode mode, NodeDrawType drawtype)
|
2017-10-15 10:34:14 +03:00
|
|
|
{
|
|
|
|
if (style == ALIGN_STYLE_WORLD)
|
|
|
|
return true;
|
|
|
|
if (mode == WORLDALIGN_DISABLE)
|
|
|
|
return false;
|
|
|
|
if (style == ALIGN_STYLE_USER_DEFINED)
|
|
|
|
return true;
|
|
|
|
if (drawtype == NDT_NORMAL)
|
|
|
|
return mode >= WORLDALIGN_FORCE;
|
|
|
|
if (drawtype == NDT_NODEBOX)
|
|
|
|
return mode >= WORLDALIGN_FORCE_NODEBOX;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2016-05-22 20:33:06 +02:00
|
|
|
void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
|
2017-01-09 20:39:22 +01:00
|
|
|
scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings)
|
2016-05-22 20:33:06 +02:00
|
|
|
{
|
|
|
|
// Figure out the actual tiles to use
|
2022-11-03 21:18:49 -04:00
|
|
|
std::vector<std::array<TileDef, 6> > tdef(variant_count);
|
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
for (u32 j = 0; j < 6; j++) {
|
|
|
|
tdef[v][j] = tiledef[v][j];
|
|
|
|
if (tdef[v][j].name.empty()) {
|
|
|
|
tdef[v][j].name = "no_texture.png";
|
|
|
|
tdef[v][j].backface_culling = false;
|
|
|
|
}
|
2021-10-20 19:50:16 +00:00
|
|
|
}
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
2017-05-19 07:46:10 +02:00
|
|
|
// also the overlay tiles
|
2022-11-03 21:18:49 -04:00
|
|
|
std::vector<std::array<TileDef, 6> > tdef_overlay(variant_count);
|
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
for (u32 j = 0; j < 6; j++)
|
|
|
|
tdef_overlay[v][j] = tiledef_overlay[v][j];
|
|
|
|
}
|
2017-05-19 07:46:10 +02:00
|
|
|
// also the special tiles
|
2022-11-03 21:18:49 -04:00
|
|
|
std::vector<std::array<TileDef, CF_SPECIAL_COUNT> > tdef_spec(variant_count);
|
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++)
|
|
|
|
tdef_spec[v][j] = tiledef_special[v][j];
|
2021-10-20 19:50:16 +00:00
|
|
|
}
|
2016-05-22 20:33:06 +02:00
|
|
|
|
|
|
|
bool is_liquid = false;
|
|
|
|
|
2021-01-17 01:56:50 +01:00
|
|
|
MaterialType material_type = alpha == ALPHAMODE_OPAQUE ?
|
|
|
|
TILE_MATERIAL_OPAQUE : (alpha == ALPHAMODE_CLIP ? TILE_MATERIAL_BASIC :
|
|
|
|
TILE_MATERIAL_ALPHA);
|
2016-05-22 20:33:06 +02:00
|
|
|
|
|
|
|
switch (drawtype) {
|
|
|
|
default:
|
|
|
|
case NDT_NORMAL:
|
|
|
|
solidness = 2;
|
|
|
|
break;
|
|
|
|
case NDT_AIRLIKE:
|
|
|
|
solidness = 0;
|
|
|
|
break;
|
|
|
|
case NDT_LIQUID:
|
2024-05-22 09:46:05 -05:00
|
|
|
if (!tsettings.translucent_liquids)
|
2021-01-17 01:56:50 +01:00
|
|
|
alpha = ALPHAMODE_OPAQUE;
|
2016-05-22 20:33:06 +02:00
|
|
|
solidness = 1;
|
|
|
|
is_liquid = true;
|
|
|
|
break;
|
|
|
|
case NDT_FLOWINGLIQUID:
|
|
|
|
solidness = 0;
|
2024-05-22 09:46:05 -05:00
|
|
|
if (!tsettings.translucent_liquids)
|
2021-01-17 01:56:50 +01:00
|
|
|
alpha = ALPHAMODE_OPAQUE;
|
2016-05-22 20:33:06 +02:00
|
|
|
is_liquid = true;
|
|
|
|
break;
|
|
|
|
case NDT_GLASSLIKE:
|
|
|
|
solidness = 0;
|
|
|
|
visual_solidness = 1;
|
|
|
|
break;
|
|
|
|
case NDT_GLASSLIKE_FRAMED:
|
|
|
|
solidness = 0;
|
|
|
|
visual_solidness = 1;
|
|
|
|
break;
|
|
|
|
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
|
|
|
|
solidness = 0;
|
|
|
|
visual_solidness = 1;
|
|
|
|
drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
|
|
|
|
break;
|
|
|
|
case NDT_ALLFACES:
|
|
|
|
solidness = 0;
|
|
|
|
visual_solidness = 1;
|
|
|
|
break;
|
|
|
|
case NDT_ALLFACES_OPTIONAL:
|
|
|
|
if (tsettings.leaves_style == LEAVES_FANCY) {
|
|
|
|
drawtype = NDT_ALLFACES;
|
|
|
|
solidness = 0;
|
|
|
|
visual_solidness = 1;
|
|
|
|
} else if (tsettings.leaves_style == LEAVES_SIMPLE) {
|
2022-11-03 21:18:49 -04:00
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
for (u32 j = 0; j < 6; j++) {
|
|
|
|
if (!tdef_spec[v][j].name.empty())
|
|
|
|
tdef[v][j].name = tdef_spec[v][j].name;
|
|
|
|
}
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
|
|
|
drawtype = NDT_GLASSLIKE;
|
|
|
|
solidness = 0;
|
|
|
|
visual_solidness = 1;
|
|
|
|
} else {
|
2022-05-25 19:00:34 +02:00
|
|
|
if (waving >= 1) {
|
|
|
|
// waving nodes must make faces so there are no gaps
|
|
|
|
drawtype = NDT_ALLFACES;
|
|
|
|
solidness = 0;
|
|
|
|
visual_solidness = 1;
|
|
|
|
} else {
|
|
|
|
drawtype = NDT_NORMAL;
|
|
|
|
solidness = 2;
|
|
|
|
}
|
2022-11-03 21:18:49 -04:00
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
for (TileDef &td : tdef[v])
|
|
|
|
td.name += std::string("^[noalpha");
|
|
|
|
}
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
2017-04-28 11:11:43 -07:00
|
|
|
if (waving >= 1)
|
2016-05-22 20:33:06 +02:00
|
|
|
material_type = TILE_MATERIAL_WAVING_LEAVES;
|
|
|
|
break;
|
|
|
|
case NDT_PLANTLIKE:
|
|
|
|
solidness = 0;
|
2017-04-28 11:11:43 -07:00
|
|
|
if (waving >= 1)
|
2016-05-22 20:33:06 +02:00
|
|
|
material_type = TILE_MATERIAL_WAVING_PLANTS;
|
|
|
|
break;
|
|
|
|
case NDT_FIRELIKE:
|
|
|
|
solidness = 0;
|
|
|
|
break;
|
|
|
|
case NDT_MESH:
|
2017-04-28 11:11:43 -07:00
|
|
|
case NDT_NODEBOX:
|
2016-05-22 20:33:06 +02:00
|
|
|
solidness = 0;
|
2021-01-17 01:56:50 +01:00
|
|
|
if (waving == 1) {
|
2017-04-28 11:11:43 -07:00
|
|
|
material_type = TILE_MATERIAL_WAVING_PLANTS;
|
2021-01-17 01:56:50 +01:00
|
|
|
} else if (waving == 2) {
|
2017-04-28 11:11:43 -07:00
|
|
|
material_type = TILE_MATERIAL_WAVING_LEAVES;
|
2021-01-17 01:56:50 +01:00
|
|
|
} else if (waving == 3) {
|
|
|
|
material_type = alpha == ALPHAMODE_OPAQUE ?
|
|
|
|
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
|
|
|
|
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
|
|
|
|
}
|
2016-05-22 20:33:06 +02:00
|
|
|
break;
|
|
|
|
case NDT_TORCHLIKE:
|
|
|
|
case NDT_SIGNLIKE:
|
|
|
|
case NDT_FENCELIKE:
|
|
|
|
case NDT_RAILLIKE:
|
|
|
|
solidness = 0;
|
|
|
|
break;
|
2017-05-11 23:24:12 +03:00
|
|
|
case NDT_PLANTLIKE_ROOTED:
|
|
|
|
solidness = 2;
|
|
|
|
break;
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
|
|
|
|
2017-05-19 07:46:10 +02:00
|
|
|
if (is_liquid) {
|
2019-03-27 00:18:43 +00:00
|
|
|
if (waving == 3) {
|
2021-01-17 01:56:50 +01:00
|
|
|
material_type = alpha == ALPHAMODE_OPAQUE ?
|
|
|
|
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
|
|
|
|
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
|
2019-03-27 00:18:43 +00:00
|
|
|
} else {
|
2021-01-17 01:56:50 +01:00
|
|
|
material_type = alpha == ALPHAMODE_OPAQUE ? TILE_MATERIAL_LIQUID_OPAQUE :
|
2019-03-27 00:18:43 +00:00
|
|
|
TILE_MATERIAL_LIQUID_TRANSPARENT;
|
|
|
|
}
|
2017-05-19 07:46:10 +02:00
|
|
|
}
|
2017-01-12 15:46:30 +01:00
|
|
|
|
2017-05-11 23:24:12 +03:00
|
|
|
u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
|
|
|
|
|
2020-12-19 22:57:10 +03:00
|
|
|
MaterialType overlay_material = material_type;
|
2017-06-07 18:52:38 +01:00
|
|
|
if (overlay_material == TILE_MATERIAL_OPAQUE)
|
|
|
|
overlay_material = TILE_MATERIAL_BASIC;
|
|
|
|
else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
|
|
|
|
overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
|
2017-05-11 23:24:12 +03:00
|
|
|
|
|
|
|
u32 overlay_shader = shdsrc->getShader("nodes_shader", overlay_material, drawtype);
|
2016-05-22 20:33:06 +02:00
|
|
|
|
2025-04-20 14:27:14 +02:00
|
|
|
// minimap pixel color = average color of top tile
|
2022-11-03 21:18:49 -04:00
|
|
|
if (tsettings.enable_minimap && !tdef[0][0].name.empty() && drawtype != NDT_AIRLIKE) {
|
|
|
|
minimap_color = std::vector<video::SColor>(variant_count);
|
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
if (!tdef[v][0].name.empty())
|
|
|
|
minimap_color[v] = tsrc->getTextureAverageColor(tdef[v][0].name);
|
|
|
|
}
|
|
|
|
}
|
2025-04-20 14:27:14 +02:00
|
|
|
|
2016-05-22 20:33:06 +02:00
|
|
|
// Tiles (fill in f->tiles[])
|
2025-05-02 21:27:45 +02:00
|
|
|
bool any_polygon_offset = false;
|
2022-11-03 21:18:49 -04:00
|
|
|
tiles = std::vector<std::array<TileSpec, 6> >(variant_count);
|
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
for (u16 j = 0; j < 6; j++) {
|
|
|
|
tiles[v][j].world_aligned = isWorldAligned(tdef[v][j].align_style,
|
|
|
|
tsettings.world_aligned_mode, drawtype);
|
|
|
|
fillTileAttribs(tsrc, &tiles[v][j].layers[0], tiles[v][j], tdef[v][j],
|
|
|
|
color, material_type, tile_shader,
|
|
|
|
tdef[v][j].backface_culling, tsettings);
|
|
|
|
if (!tdef_overlay[v][j].name.empty())
|
|
|
|
fillTileAttribs(tsrc, &tiles[v][j].layers[1], tiles[v][j], tdef_overlay[v][j],
|
|
|
|
color, overlay_material, overlay_shader,
|
|
|
|
tdef[v][j].backface_culling, tsettings);
|
|
|
|
|
|
|
|
tiles[v][j].layers[0].need_polygon_offset = !tiles[v][j].layers[1].empty();
|
|
|
|
any_polygon_offset |= tiles[v][j].layers[0].need_polygon_offset;
|
|
|
|
}
|
2025-05-02 21:27:45 +02:00
|
|
|
|
2022-11-03 21:18:49 -04:00
|
|
|
if (drawtype == NDT_MESH && any_polygon_offset) {
|
|
|
|
// Our per-tile polygon offset enablement workaround works fine for normal
|
|
|
|
// nodes and anything else, where we know that different tiles are different
|
|
|
|
// faces that couldn't possibly conflict with each other.
|
|
|
|
// We can't assume this for mesh nodes, so apply it to all tiles (= materials)
|
|
|
|
// then.
|
|
|
|
for (u16 j = 0; j < 6; j++)
|
|
|
|
tiles[v][j].layers[0].need_polygon_offset = true;
|
|
|
|
}
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
|
|
|
|
2020-12-19 22:57:10 +03:00
|
|
|
MaterialType special_material = material_type;
|
2017-05-11 23:24:12 +03:00
|
|
|
if (drawtype == NDT_PLANTLIKE_ROOTED) {
|
|
|
|
if (waving == 1)
|
|
|
|
special_material = TILE_MATERIAL_WAVING_PLANTS;
|
|
|
|
else if (waving == 2)
|
|
|
|
special_material = TILE_MATERIAL_WAVING_LEAVES;
|
|
|
|
}
|
|
|
|
u32 special_shader = shdsrc->getShader("nodes_shader", special_material, drawtype);
|
|
|
|
|
2016-05-22 20:33:06 +02:00
|
|
|
// Special tiles (fill in f->special_tiles[])
|
2022-11-03 21:18:49 -04:00
|
|
|
special_tiles = std::vector<std::array<TileSpec, CF_SPECIAL_COUNT> >(variant_count);
|
|
|
|
for (u16 v = 0; v < variant_count; v++) {
|
|
|
|
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++)
|
|
|
|
fillTileAttribs(tsrc,
|
|
|
|
&special_tiles[v][j].layers[0], special_tiles[v][j], tdef_spec[v][j],
|
|
|
|
color, special_material, special_shader,
|
|
|
|
tdef_spec[v][j].backface_culling, tsettings);
|
|
|
|
}
|
2016-05-22 20:33:06 +02:00
|
|
|
|
2017-04-13 01:24:00 +02:00
|
|
|
if (param_type_2 == CPT2_COLOR ||
|
|
|
|
param_type_2 == CPT2_COLORED_FACEDIR ||
|
2022-09-16 13:18:55 +02:00
|
|
|
param_type_2 == CPT2_COLORED_4DIR ||
|
2021-03-30 01:25:11 +03:00
|
|
|
param_type_2 == CPT2_COLORED_WALLMOUNTED ||
|
|
|
|
param_type_2 == CPT2_COLORED_DEGROTATE)
|
2017-04-13 01:24:00 +02:00
|
|
|
palette = tsrc->getPalette(palette_name);
|
2017-03-10 18:25:58 +01:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
if (drawtype == NDT_MESH && !mesh.empty()) {
|
Fix handling of skinned meshes for nodes
Second try after the revert in 8a28339 due to an unexpected regression.
- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
since cloning the mesh ignored the transformation matrices.
Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
as resetting the animation overwrote scaled vertex data with static positions & normals.
For backwards compatibility, we now apply a 10x scale to static, non-glTF models.
We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).
However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).
Thus, to preserve behavior, we:
1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.
See also: #16141
2025-05-20 18:37:33 +02:00
|
|
|
// Note: By freshly reading, we get an unencumbered mesh.
|
|
|
|
if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
|
|
|
|
bool apply_bs = false;
|
|
|
|
if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
|
|
|
|
// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
|
|
|
|
// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329
|
|
|
|
bool is_gltf = skinned_mesh->getSourceFormat() ==
|
|
|
|
scene::SkinnedMesh::SourceFormat::GLTF;
|
|
|
|
apply_bs = skinned_mesh->isStatic() && !is_gltf;
|
|
|
|
// Nodes do not support mesh animation, so we clone the static pose.
|
|
|
|
// This simplifies working with the mesh: We can just scale the vertices
|
|
|
|
// as transformations have already been applied.
|
|
|
|
mesh_ptr = cloneStaticMesh(src_mesh);
|
|
|
|
src_mesh->drop();
|
|
|
|
} else {
|
|
|
|
auto *static_mesh = dynamic_cast<scene::SMesh *>(src_mesh);
|
|
|
|
assert(static_mesh);
|
|
|
|
mesh_ptr = static_mesh;
|
|
|
|
// Compatibility: Apply BS scaling to static meshes (.obj). See #15811.
|
|
|
|
apply_bs = true;
|
|
|
|
}
|
|
|
|
scaleMesh(mesh_ptr, v3f((apply_bs ? BS : 1.0f) * visual_scale));
|
2024-11-13 14:24:01 +01:00
|
|
|
recalculateBoundingBox(mesh_ptr);
|
2024-12-07 12:59:40 +01:00
|
|
|
if (!checkMeshNormals(mesh_ptr)) {
|
Fix handling of skinned meshes for nodes
Second try after the revert in 8a28339 due to an unexpected regression.
- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
since cloning the mesh ignored the transformation matrices.
Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
as resetting the animation overwrote scaled vertex data with static positions & normals.
For backwards compatibility, we now apply a 10x scale to static, non-glTF models.
We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).
However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).
Thus, to preserve behavior, we:
1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.
See also: #16141
2025-05-20 18:37:33 +02:00
|
|
|
// TODO this should be done consistently when the mesh is loaded
|
2024-12-07 12:59:40 +01:00
|
|
|
infostream << "ContentFeatures: recalculating normals for mesh "
|
|
|
|
<< mesh << std::endl;
|
|
|
|
meshmanip->recalculateNormals(mesh_ptr, true, false);
|
|
|
|
}
|
Fix handling of skinned meshes for nodes
Second try after the revert in 8a28339 due to an unexpected regression.
- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
since cloning the mesh ignored the transformation matrices.
Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
as resetting the animation overwrote scaled vertex data with static positions & normals.
For backwards compatibility, we now apply a 10x scale to static, non-glTF models.
We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).
However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).
Thus, to preserve behavior, we:
1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.
See also: #16141
2025-05-20 18:37:33 +02:00
|
|
|
} else {
|
|
|
|
mesh_ptr = nullptr;
|
2016-05-22 20:33:06 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
2011-11-15 22:41:49 +02:00
|
|
|
/*
|
2018-02-10 22:04:16 +02:00
|
|
|
NodeDefManager
|
2011-11-15 22:41:49 +02:00
|
|
|
*/
|
|
|
|
|
2017-01-04 19:18:40 +01:00
|
|
|
|
2014-10-03 03:16:43 -04:00
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
NodeDefManager::NodeDefManager()
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
NodeDefManager::~NodeDefManager()
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
2024-10-15 15:47:23 +02:00
|
|
|
#if CHECK_CLIENT_BUILD()
|
2017-08-19 11:30:46 +02:00
|
|
|
for (ContentFeatures &f : m_content_features) {
|
2024-11-13 14:24:01 +01:00
|
|
|
if (f.mesh_ptr)
|
|
|
|
f.mesh_ptr->drop();
|
2014-10-21 05:12:15 +02:00
|
|
|
}
|
|
|
|
#endif
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
void NodeDefManager::clear()
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
m_content_features.clear();
|
|
|
|
m_name_id_mapping.clear();
|
|
|
|
m_name_id_mapping_with_aliases.clear();
|
|
|
|
m_group_to_items.clear();
|
|
|
|
m_next_id = 0;
|
2017-01-04 19:18:40 +01:00
|
|
|
m_selection_box_union.reset(0,0,0);
|
|
|
|
m_selection_box_int_union.reset(0,0,0);
|
2014-10-03 03:16:43 -04:00
|
|
|
|
2015-05-05 16:52:06 -04:00
|
|
|
resetNodeResolveState();
|
2015-01-04 22:39:57 -05:00
|
|
|
|
2014-10-03 03:16:43 -04:00
|
|
|
u32 initial_length = 0;
|
|
|
|
initial_length = MYMAX(initial_length, CONTENT_UNKNOWN + 1);
|
|
|
|
initial_length = MYMAX(initial_length, CONTENT_AIR + 1);
|
|
|
|
initial_length = MYMAX(initial_length, CONTENT_IGNORE + 1);
|
|
|
|
m_content_features.resize(initial_length);
|
|
|
|
|
|
|
|
// Set CONTENT_UNKNOWN
|
2011-11-14 21:41:30 +02:00
|
|
|
{
|
2014-10-03 03:16:43 -04:00
|
|
|
ContentFeatures f;
|
|
|
|
f.name = "unknown";
|
2021-10-20 19:50:16 +00:00
|
|
|
for (int t = 0; t < 6; t++)
|
2022-11-03 21:18:49 -04:00
|
|
|
f.tiledef[0][t].name = "unknown_node.png";
|
2014-10-03 03:16:43 -04:00
|
|
|
// Insert directly into containers
|
|
|
|
content_t c = CONTENT_UNKNOWN;
|
|
|
|
m_content_features[c] = f;
|
2022-10-09 10:50:26 -04:00
|
|
|
for (u32 ci = 0; ci <= CONTENT_MAX; ci++)
|
|
|
|
m_content_lighting_flag_cache[ci] = f.getLightingFlags();
|
2014-10-03 03:16:43 -04:00
|
|
|
addNameIdMapping(c, f.name);
|
2011-11-14 21:41:30 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
|
|
|
|
// Set CONTENT_AIR
|
2011-11-14 21:41:30 +02:00
|
|
|
{
|
2014-10-03 03:16:43 -04:00
|
|
|
ContentFeatures f;
|
|
|
|
f.name = "air";
|
|
|
|
f.drawtype = NDT_AIRLIKE;
|
|
|
|
f.param_type = CPT_LIGHT;
|
|
|
|
f.light_propagates = true;
|
|
|
|
f.sunlight_propagates = true;
|
|
|
|
f.walkable = false;
|
2024-01-22 18:27:08 +01:00
|
|
|
f.pointable = PointabilityType::POINTABLE_NOT;
|
2014-10-03 03:16:43 -04:00
|
|
|
f.diggable = false;
|
|
|
|
f.buildable_to = true;
|
2015-12-30 04:22:58 +00:00
|
|
|
f.floodable = true;
|
2014-10-03 03:16:43 -04:00
|
|
|
f.is_ground_content = true;
|
|
|
|
// Insert directly into containers
|
|
|
|
content_t c = CONTENT_AIR;
|
|
|
|
m_content_features[c] = f;
|
2022-10-09 10:50:26 -04:00
|
|
|
m_content_lighting_flag_cache[c] = f.getLightingFlags();
|
2014-10-03 03:16:43 -04:00
|
|
|
addNameIdMapping(c, f.name);
|
2011-11-14 21:41:30 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
|
|
|
|
// Set CONTENT_IGNORE
|
2011-11-16 13:03:28 +02:00
|
|
|
{
|
2014-10-03 03:16:43 -04:00
|
|
|
ContentFeatures f;
|
|
|
|
f.name = "ignore";
|
|
|
|
f.drawtype = NDT_AIRLIKE;
|
|
|
|
f.param_type = CPT_NONE;
|
|
|
|
f.light_propagates = false;
|
|
|
|
f.sunlight_propagates = false;
|
|
|
|
f.walkable = false;
|
2024-01-22 18:27:08 +01:00
|
|
|
f.pointable = PointabilityType::POINTABLE_NOT;
|
2014-10-03 03:16:43 -04:00
|
|
|
f.diggable = false;
|
|
|
|
f.buildable_to = true; // A way to remove accidental CONTENT_IGNOREs
|
|
|
|
f.is_ground_content = true;
|
|
|
|
// Insert directly into containers
|
|
|
|
content_t c = CONTENT_IGNORE;
|
|
|
|
m_content_features[c] = f;
|
2022-10-09 10:50:26 -04:00
|
|
|
m_content_lighting_flag_cache[c] = f.getLightingFlags();
|
2014-10-03 03:16:43 -04:00
|
|
|
addNameIdMapping(c, f.name);
|
2011-11-16 13:03:28 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
bool NodeDefManager::getId(const std::string &name, content_t &result) const
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
2025-03-01 11:53:37 +01:00
|
|
|
auto i = m_name_id_mapping_with_aliases.find(name);
|
2014-10-03 03:16:43 -04:00
|
|
|
if(i == m_name_id_mapping_with_aliases.end())
|
|
|
|
return false;
|
|
|
|
result = i->second;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
content_t NodeDefManager::getId(const std::string &name) const
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
content_t id = CONTENT_IGNORE;
|
|
|
|
getId(name, id);
|
|
|
|
return id;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
bool NodeDefManager::getIds(const std::string &name,
|
2017-09-11 15:51:40 +02:00
|
|
|
std::vector<content_t> &result) const
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
//TimeTaker t("getIds", NULL, PRECISION_MICRO);
|
2024-02-17 15:35:33 +01:00
|
|
|
if (!str_starts_with(name, "group:")) {
|
2011-11-19 18:48:09 +02:00
|
|
|
content_t id = CONTENT_IGNORE;
|
2016-02-09 07:08:31 +01:00
|
|
|
bool exists = getId(name, id);
|
|
|
|
if (exists)
|
2017-09-11 15:51:40 +02:00
|
|
|
result.push_back(id);
|
2016-02-09 07:08:31 +01:00
|
|
|
return exists;
|
2011-11-19 18:48:09 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
|
2024-02-17 15:35:33 +01:00
|
|
|
std::string group = name.substr(6);
|
|
|
|
auto i = m_group_to_items.find(group);
|
2014-10-03 03:16:43 -04:00
|
|
|
if (i == m_group_to_items.end())
|
2016-02-09 07:08:31 +01:00
|
|
|
return true;
|
2014-10-03 03:16:43 -04:00
|
|
|
|
2017-09-11 15:51:40 +02:00
|
|
|
const std::vector<content_t> &items = i->second;
|
|
|
|
result.insert(result.end(), items.begin(), items.end());
|
2014-10-03 03:16:43 -04:00
|
|
|
//printf("getIds: %dus\n", t.stop());
|
2016-02-09 07:08:31 +01:00
|
|
|
return true;
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
const ContentFeatures& NodeDefManager::get(const std::string &name) const
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
content_t id = CONTENT_UNKNOWN;
|
|
|
|
getId(name, id);
|
|
|
|
return get(id);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// returns CONTENT_IGNORE if no free ID found
|
2018-02-10 22:04:16 +02:00
|
|
|
content_t NodeDefManager::allocateId()
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
for (content_t id = m_next_id;
|
|
|
|
id >= m_next_id; // overflow?
|
|
|
|
++id) {
|
|
|
|
while (id >= m_content_features.size()) {
|
2017-08-19 11:30:46 +02:00
|
|
|
m_content_features.emplace_back();
|
2012-03-31 12:30:11 +03:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
const ContentFeatures &f = m_content_features[id];
|
2017-08-19 11:30:46 +02:00
|
|
|
if (f.name.empty()) {
|
2014-10-03 03:16:43 -04:00
|
|
|
m_next_id = id + 1;
|
|
|
|
return id;
|
2013-03-30 19:12:23 -04:00
|
|
|
}
|
2011-11-16 14:36:33 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
// If we arrive here, an overflow occurred in id.
|
|
|
|
// That means no ID was found
|
|
|
|
return CONTENT_IGNORE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2017-01-04 19:18:40 +01:00
|
|
|
/*!
|
|
|
|
* Returns the smallest box that contains all boxes
|
|
|
|
* in the vector. Box_union is expanded.
|
|
|
|
* @param[in] boxes the vector containing the boxes
|
|
|
|
* @param[in, out] box_union the union of the arguments
|
|
|
|
*/
|
|
|
|
void boxVectorUnion(const std::vector<aabb3f> &boxes, aabb3f *box_union)
|
|
|
|
{
|
2017-08-19 11:30:46 +02:00
|
|
|
for (const aabb3f &box : boxes) {
|
|
|
|
box_union->addInternalBox(box);
|
2017-01-04 19:18:40 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
* Returns a box that contains the nodebox in every case.
|
|
|
|
* The argument node_union is expanded.
|
|
|
|
* @param[in] nodebox the nodebox to be measured
|
|
|
|
* @param[in] features used to decide whether the nodebox
|
|
|
|
* can be rotated
|
|
|
|
* @param[in, out] box_union the union of the arguments
|
|
|
|
*/
|
|
|
|
void getNodeBoxUnion(const NodeBox &nodebox, const ContentFeatures &features,
|
|
|
|
aabb3f *box_union)
|
|
|
|
{
|
|
|
|
switch(nodebox.type) {
|
|
|
|
case NODEBOX_FIXED:
|
|
|
|
case NODEBOX_LEVELED: {
|
|
|
|
// Raw union
|
|
|
|
aabb3f half_processed(0, 0, 0, 0, 0, 0);
|
|
|
|
boxVectorUnion(nodebox.fixed, &half_processed);
|
|
|
|
// Set leveled boxes to maximal
|
|
|
|
if (nodebox.type == NODEBOX_LEVELED) {
|
|
|
|
half_processed.MaxEdge.Y = +BS / 2;
|
|
|
|
}
|
2017-01-12 15:46:30 +01:00
|
|
|
if (features.param_type_2 == CPT2_FACEDIR ||
|
2022-09-16 13:18:55 +02:00
|
|
|
features.param_type_2 == CPT2_COLORED_FACEDIR ||
|
|
|
|
features.param_type_2 == CPT2_4DIR ||
|
|
|
|
features.param_type_2 == CPT2_COLORED_4DIR) {
|
2017-01-04 19:18:40 +01:00
|
|
|
// Get maximal coordinate
|
|
|
|
f32 coords[] = {
|
|
|
|
fabsf(half_processed.MinEdge.X),
|
|
|
|
fabsf(half_processed.MinEdge.Y),
|
|
|
|
fabsf(half_processed.MinEdge.Z),
|
|
|
|
fabsf(half_processed.MaxEdge.X),
|
|
|
|
fabsf(half_processed.MaxEdge.Y),
|
|
|
|
fabsf(half_processed.MaxEdge.Z) };
|
|
|
|
f32 max = 0;
|
2017-08-19 11:30:46 +02:00
|
|
|
for (float coord : coords) {
|
|
|
|
if (max < coord) {
|
|
|
|
max = coord;
|
2017-01-04 19:18:40 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// Add the union of all possible rotated boxes
|
|
|
|
box_union->addInternalPoint(-max, -max, -max);
|
|
|
|
box_union->addInternalPoint(+max, +max, +max);
|
|
|
|
} else {
|
|
|
|
box_union->addInternalBox(half_processed);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case NODEBOX_WALLMOUNTED: {
|
|
|
|
// Add fix boxes
|
|
|
|
box_union->addInternalBox(nodebox.wall_top);
|
|
|
|
box_union->addInternalBox(nodebox.wall_bottom);
|
|
|
|
// Find maximal coordinate in the X-Z plane
|
|
|
|
f32 coords[] = {
|
|
|
|
fabsf(nodebox.wall_side.MinEdge.X),
|
|
|
|
fabsf(nodebox.wall_side.MinEdge.Z),
|
|
|
|
fabsf(nodebox.wall_side.MaxEdge.X),
|
|
|
|
fabsf(nodebox.wall_side.MaxEdge.Z) };
|
|
|
|
f32 max = 0;
|
2017-08-19 11:30:46 +02:00
|
|
|
for (float coord : coords) {
|
|
|
|
if (max < coord) {
|
|
|
|
max = coord;
|
2017-01-04 19:18:40 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// Add the union of all possible rotated boxes
|
|
|
|
box_union->addInternalPoint(-max, nodebox.wall_side.MinEdge.Y, -max);
|
|
|
|
box_union->addInternalPoint(max, nodebox.wall_side.MaxEdge.Y, max);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case NODEBOX_CONNECTED: {
|
2022-05-09 20:59:28 +02:00
|
|
|
const auto &c = nodebox.getConnected();
|
2017-01-04 19:18:40 +01:00
|
|
|
// Add all possible connected boxes
|
2022-05-09 20:59:28 +02:00
|
|
|
boxVectorUnion(nodebox.fixed, box_union);
|
|
|
|
boxVectorUnion(c.connect_top, box_union);
|
|
|
|
boxVectorUnion(c.connect_bottom, box_union);
|
|
|
|
boxVectorUnion(c.connect_front, box_union);
|
|
|
|
boxVectorUnion(c.connect_left, box_union);
|
|
|
|
boxVectorUnion(c.connect_back, box_union);
|
|
|
|
boxVectorUnion(c.connect_right, box_union);
|
|
|
|
boxVectorUnion(c.disconnected_top, box_union);
|
|
|
|
boxVectorUnion(c.disconnected_bottom, box_union);
|
|
|
|
boxVectorUnion(c.disconnected_front, box_union);
|
|
|
|
boxVectorUnion(c.disconnected_left, box_union);
|
|
|
|
boxVectorUnion(c.disconnected_back, box_union);
|
|
|
|
boxVectorUnion(c.disconnected_right, box_union);
|
|
|
|
boxVectorUnion(c.disconnected, box_union);
|
|
|
|
boxVectorUnion(c.disconnected_sides, box_union);
|
2017-01-04 19:18:40 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
default: {
|
|
|
|
// NODEBOX_REGULAR
|
|
|
|
box_union->addInternalPoint(-BS / 2, -BS / 2, -BS / 2);
|
|
|
|
box_union->addInternalPoint(+BS / 2, +BS / 2, +BS / 2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
inline void NodeDefManager::fixSelectionBoxIntUnion()
|
2017-01-04 19:18:40 +01:00
|
|
|
{
|
|
|
|
m_selection_box_int_union.MinEdge.X = floorf(
|
|
|
|
m_selection_box_union.MinEdge.X / BS + 0.5f);
|
|
|
|
m_selection_box_int_union.MinEdge.Y = floorf(
|
|
|
|
m_selection_box_union.MinEdge.Y / BS + 0.5f);
|
|
|
|
m_selection_box_int_union.MinEdge.Z = floorf(
|
|
|
|
m_selection_box_union.MinEdge.Z / BS + 0.5f);
|
|
|
|
m_selection_box_int_union.MaxEdge.X = ceilf(
|
|
|
|
m_selection_box_union.MaxEdge.X / BS - 0.5f);
|
|
|
|
m_selection_box_int_union.MaxEdge.Y = ceilf(
|
|
|
|
m_selection_box_union.MaxEdge.Y / BS - 0.5f);
|
|
|
|
m_selection_box_int_union.MaxEdge.Z = ceilf(
|
|
|
|
m_selection_box_union.MaxEdge.Z / BS - 0.5f);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2019-08-12 13:18:52 -04:00
|
|
|
void NodeDefManager::eraseIdFromGroups(content_t id)
|
|
|
|
{
|
|
|
|
// For all groups in m_group_to_items...
|
|
|
|
for (auto iter_groups = m_group_to_items.begin();
|
|
|
|
iter_groups != m_group_to_items.end();) {
|
|
|
|
// Get the group items vector.
|
|
|
|
std::vector<content_t> &items = iter_groups->second;
|
|
|
|
|
2022-11-09 17:57:19 +01:00
|
|
|
// Remove any occurrence of the id in the group items vector.
|
2019-08-12 13:18:52 -04:00
|
|
|
items.erase(std::remove(items.begin(), items.end(), id), items.end());
|
|
|
|
|
|
|
|
// If group is empty, erase its vector from the map.
|
|
|
|
if (items.empty())
|
|
|
|
iter_groups = m_group_to_items.erase(iter_groups);
|
|
|
|
else
|
|
|
|
++iter_groups;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2014-10-03 03:16:43 -04:00
|
|
|
// IWritableNodeDefManager
|
2018-02-10 22:04:16 +02:00
|
|
|
content_t NodeDefManager::set(const std::string &name, const ContentFeatures &def)
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
2015-03-06 20:21:51 +10:00
|
|
|
// Pre-conditions
|
2022-09-06 13:21:09 +03:00
|
|
|
assert(!name.empty());
|
2018-05-20 14:51:50 +02:00
|
|
|
assert(name != "ignore");
|
2014-10-03 03:16:43 -04:00
|
|
|
assert(name == def.name);
|
|
|
|
|
|
|
|
content_t id = CONTENT_IGNORE;
|
|
|
|
if (!m_name_id_mapping.getId(name, id)) { // ignore aliases
|
|
|
|
// Get new id
|
|
|
|
id = allocateId();
|
|
|
|
if (id == CONTENT_IGNORE) {
|
2025-04-07 20:23:13 +02:00
|
|
|
errorstream << "NodeDefManager: Absolute "
|
2014-10-03 03:16:43 -04:00
|
|
|
"limit reached" << std::endl;
|
2013-07-14 00:55:47 +02:00
|
|
|
return CONTENT_IGNORE;
|
2011-11-25 22:45:55 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
assert(id != CONTENT_IGNORE);
|
|
|
|
addNameIdMapping(id, name);
|
|
|
|
}
|
2019-08-12 13:18:52 -04:00
|
|
|
|
2025-04-07 20:23:13 +02:00
|
|
|
// Clear old groups in case of re-registration
|
|
|
|
eraseIdFromGroups(id);
|
2019-08-12 13:18:52 -04:00
|
|
|
|
2014-10-03 03:16:43 -04:00
|
|
|
m_content_features[id] = def;
|
2022-10-18 18:03:05 -04:00
|
|
|
m_content_features[id].floats = itemgroup_get(def.groups, "float") != 0;
|
2022-10-09 10:50:26 -04:00
|
|
|
m_content_lighting_flag_cache[id] = def.getLightingFlags();
|
2025-04-07 20:23:13 +02:00
|
|
|
verbosestream << "NodeDefManager: registering content id " << id
|
|
|
|
<< ": name=\"" << def.name << "\"" << std::endl;
|
2013-07-14 00:55:47 +02:00
|
|
|
|
2017-01-04 19:18:40 +01:00
|
|
|
getNodeBoxUnion(def.selection_box, def, &m_selection_box_union);
|
|
|
|
fixSelectionBoxIntUnion();
|
2019-08-12 13:18:52 -04:00
|
|
|
|
2014-10-03 03:16:43 -04:00
|
|
|
// Add this content to the list of all groups it belongs to
|
2017-08-19 11:30:46 +02:00
|
|
|
for (const auto &group : def.groups) {
|
|
|
|
const std::string &group_name = group.first;
|
2017-09-11 15:51:40 +02:00
|
|
|
m_group_to_items[group_name].push_back(id);
|
2011-11-16 13:03:28 +02:00
|
|
|
}
|
2019-08-12 13:18:52 -04:00
|
|
|
|
2014-10-03 03:16:43 -04:00
|
|
|
return id;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
content_t NodeDefManager::allocateDummy(const std::string &name)
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
2022-09-06 13:21:09 +03:00
|
|
|
assert(!name.empty()); // Pre-condition
|
2014-10-03 03:16:43 -04:00
|
|
|
ContentFeatures f;
|
|
|
|
f.name = name;
|
|
|
|
return set(name, f);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
void NodeDefManager::removeNode(const std::string &name)
|
2016-07-10 15:15:43 +02:00
|
|
|
{
|
|
|
|
// Pre-condition
|
2022-09-06 13:21:09 +03:00
|
|
|
assert(!name.empty());
|
2016-07-10 15:15:43 +02:00
|
|
|
|
|
|
|
// Erase name from name ID mapping
|
|
|
|
content_t id = CONTENT_IGNORE;
|
|
|
|
if (m_name_id_mapping.getId(name, id)) {
|
|
|
|
m_name_id_mapping.eraseName(name);
|
|
|
|
m_name_id_mapping_with_aliases.erase(name);
|
|
|
|
|
2025-04-07 20:23:13 +02:00
|
|
|
eraseIdFromGroups(id);
|
|
|
|
}
|
2016-07-10 15:15:43 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
void NodeDefManager::updateAliases(IItemDefManager *idef)
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
2017-03-22 21:41:02 +01:00
|
|
|
std::set<std::string> all;
|
|
|
|
idef->getAll(all);
|
2014-10-03 03:16:43 -04:00
|
|
|
m_name_id_mapping_with_aliases.clear();
|
2017-08-19 11:30:46 +02:00
|
|
|
for (const std::string &name : all) {
|
2017-03-22 21:41:02 +01:00
|
|
|
const std::string &convert_to = idef->getAlias(name);
|
2014-10-03 03:16:43 -04:00
|
|
|
content_t id;
|
|
|
|
if (m_name_id_mapping.getId(convert_to, id)) {
|
|
|
|
m_name_id_mapping_with_aliases.insert(
|
2015-03-30 11:55:29 +01:00
|
|
|
std::make_pair(name, id));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-14 14:41:29 -04:00
|
|
|
void NodeDefManager::applyTextureOverrides(const std::vector<TextureOverride> &overrides)
|
2015-03-30 11:55:29 +01:00
|
|
|
{
|
2018-02-10 22:04:16 +02:00
|
|
|
infostream << "NodeDefManager::applyTextureOverrides(): Applying "
|
2020-04-14 14:41:29 -04:00
|
|
|
"overrides to textures" << std::endl;
|
2015-03-30 11:55:29 +01:00
|
|
|
|
2020-04-14 14:41:29 -04:00
|
|
|
for (const TextureOverride& texture_override : overrides) {
|
2015-03-30 11:55:29 +01:00
|
|
|
content_t id;
|
2020-04-14 14:41:29 -04:00
|
|
|
if (!getId(texture_override.id, id))
|
2016-07-17 22:26:23 +02:00
|
|
|
continue; // Ignore unknown node
|
2015-03-30 11:55:29 +01:00
|
|
|
|
|
|
|
ContentFeatures &nodedef = m_content_features[id];
|
|
|
|
|
2022-11-03 21:18:49 -04:00
|
|
|
// For now this works with tiledef_special since CF_SPECIAL_COUNT == 6.
|
|
|
|
auto apply = [&] (std::vector<std::array<TileDef, 6> > &tiledef, u32 i) {
|
|
|
|
for (u16 v = 0; v < nodedef.variant_count; v++) {
|
|
|
|
tiledef[v][i].name = texture_override.texture;
|
|
|
|
if (texture_override.world_scale > 0) {
|
|
|
|
tiledef[v][i].align_style = ALIGN_STYLE_WORLD;
|
|
|
|
tiledef[v][i].scale = texture_override.world_scale;
|
|
|
|
}
|
2022-08-13 08:52:16 +02:00
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2020-08-04 14:12:47 -04:00
|
|
|
// Override tiles
|
2020-04-14 14:41:29 -04:00
|
|
|
if (texture_override.hasTarget(OverrideTarget::TOP))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef, 0);
|
2020-04-14 14:41:29 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::BOTTOM))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef, 1);
|
2020-04-14 14:41:29 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::RIGHT))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef, 2);
|
2020-04-14 14:41:29 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::LEFT))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef, 3);
|
2020-04-14 14:41:29 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::BACK))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef, 4);
|
2020-04-14 14:41:29 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::FRONT))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef, 5);
|
2020-08-04 14:12:47 -04:00
|
|
|
|
|
|
|
|
|
|
|
// Override special tiles, if applicable
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::SPECIAL_1))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef_special, 0);
|
2020-08-04 14:12:47 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::SPECIAL_2))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef_special, 1);
|
2020-08-04 14:12:47 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::SPECIAL_3))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef_special, 2);
|
2020-08-04 14:12:47 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::SPECIAL_4))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef_special, 3);
|
2020-08-04 14:12:47 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::SPECIAL_5))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef_special, 4);
|
2020-08-04 14:12:47 -04:00
|
|
|
|
|
|
|
if (texture_override.hasTarget(OverrideTarget::SPECIAL_6))
|
2022-11-03 21:18:49 -04:00
|
|
|
apply(nodedef.tiledef_special, 5);
|
2011-12-03 23:50:31 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
2021-04-29 20:38:35 +02:00
|
|
|
void NodeDefManager::updateTextures(IGameDef *gamedef, void *progress_callback_args)
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
2024-10-15 15:47:23 +02:00
|
|
|
#if CHECK_CLIENT_BUILD()
|
2018-02-10 22:04:16 +02:00
|
|
|
infostream << "NodeDefManager::updateTextures(): Updating "
|
2014-10-03 03:16:43 -04:00
|
|
|
"textures in node definitions" << std::endl;
|
2017-01-09 20:39:22 +01:00
|
|
|
|
|
|
|
Client *client = (Client *)gamedef;
|
|
|
|
ITextureSource *tsrc = client->tsrc();
|
|
|
|
IShaderSource *shdsrc = client->getShaderSource();
|
2021-04-29 09:40:56 +02:00
|
|
|
auto smgr = client->getSceneManager();
|
|
|
|
scene::IMeshManipulator *meshmanip = smgr->getMeshManipulator();
|
2016-05-22 20:33:06 +02:00
|
|
|
TextureSettings tsettings;
|
|
|
|
tsettings.readSettings();
|
2013-12-03 17:21:40 +01:00
|
|
|
|
2025-04-20 14:27:14 +02:00
|
|
|
tsrc->setImageCaching(true);
|
2015-03-15 07:25:22 +01:00
|
|
|
|
2025-04-20 14:27:14 +02:00
|
|
|
u32 size = m_content_features.size();
|
2015-03-15 07:25:22 +01:00
|
|
|
for (u32 i = 0; i < size; i++) {
|
2017-01-12 15:46:30 +01:00
|
|
|
ContentFeatures *f = &(m_content_features[i]);
|
|
|
|
f->updateTextures(tsrc, shdsrc, meshmanip, client, tsettings);
|
2021-04-29 20:38:35 +02:00
|
|
|
client->showUpdateProgressTexture(progress_callback_args, i, size);
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
2025-04-20 14:27:14 +02:00
|
|
|
|
|
|
|
tsrc->setImageCaching(false);
|
2011-11-14 22:07:42 +02:00
|
|
|
#endif
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
void NodeDefManager::serialize(std::ostream &os, u16 protocol_version) const
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
writeU8(os, 1); // version
|
|
|
|
u16 count = 0;
|
|
|
|
std::ostringstream os2(std::ios::binary);
|
|
|
|
for (u32 i = 0; i < m_content_features.size(); i++) {
|
|
|
|
if (i == CONTENT_IGNORE || i == CONTENT_AIR
|
|
|
|
|| i == CONTENT_UNKNOWN)
|
|
|
|
continue;
|
2015-05-05 16:52:06 -04:00
|
|
|
const ContentFeatures *f = &m_content_features[i];
|
2017-08-19 11:30:46 +02:00
|
|
|
if (f->name.empty())
|
2014-10-03 03:16:43 -04:00
|
|
|
continue;
|
|
|
|
writeU16(os2, i);
|
|
|
|
// Wrap it in a string to allow different lengths without
|
|
|
|
// strict version incompatibilities
|
|
|
|
std::ostringstream wrapper_os(std::ios::binary);
|
|
|
|
f->serialize(wrapper_os, protocol_version);
|
2020-09-20 13:12:55 +02:00
|
|
|
os2<<serializeString16(wrapper_os.str());
|
2014-10-03 03:16:43 -04:00
|
|
|
|
2015-03-06 20:21:51 +10:00
|
|
|
// must not overflow
|
2025-04-07 20:23:13 +02:00
|
|
|
FATAL_ERROR_IF(count == U16_MAX, "overflow");
|
2014-10-03 03:16:43 -04:00
|
|
|
count++;
|
2011-11-15 19:58:36 +02:00
|
|
|
}
|
2014-10-03 03:16:43 -04:00
|
|
|
writeU16(os, count);
|
2020-09-20 13:12:55 +02:00
|
|
|
os << serializeString32(os2.str());
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2022-06-20 21:56:12 +02:00
|
|
|
void NodeDefManager::deSerialize(std::istream &is, u16 protocol_version)
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
clear();
|
2022-06-20 21:56:12 +02:00
|
|
|
|
|
|
|
if (readU8(is) < 1)
|
2014-10-03 03:16:43 -04:00
|
|
|
throw SerializationError("unsupported NodeDefinitionManager version");
|
2022-06-20 21:56:12 +02:00
|
|
|
|
2014-10-03 03:16:43 -04:00
|
|
|
u16 count = readU16(is);
|
2020-09-20 13:12:55 +02:00
|
|
|
std::istringstream is2(deSerializeString32(is), std::ios::binary);
|
2014-10-03 03:16:43 -04:00
|
|
|
ContentFeatures f;
|
|
|
|
for (u16 n = 0; n < count; n++) {
|
|
|
|
u16 i = readU16(is2);
|
|
|
|
|
|
|
|
// Read it from the string wrapper
|
2020-09-20 13:12:55 +02:00
|
|
|
std::string wrapper = deSerializeString16(is2);
|
2014-10-03 03:16:43 -04:00
|
|
|
std::istringstream wrapper_is(wrapper, std::ios::binary);
|
2022-06-20 21:56:12 +02:00
|
|
|
f.deSerialize(wrapper_is, protocol_version);
|
2014-10-03 03:16:43 -04:00
|
|
|
|
|
|
|
// Check error conditions
|
|
|
|
if (i == CONTENT_IGNORE || i == CONTENT_AIR || i == CONTENT_UNKNOWN) {
|
2015-10-14 01:26:03 -04:00
|
|
|
warningstream << "NodeDefManager::deSerialize(): "
|
2014-10-03 03:16:43 -04:00
|
|
|
"not changing builtin node " << i << std::endl;
|
|
|
|
continue;
|
|
|
|
}
|
2017-08-19 11:30:46 +02:00
|
|
|
if (f.name.empty()) {
|
2015-10-14 01:26:03 -04:00
|
|
|
warningstream << "NodeDefManager::deSerialize(): "
|
2014-10-03 03:16:43 -04:00
|
|
|
"received empty name" << std::endl;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ignore aliases
|
|
|
|
u16 existing_id;
|
|
|
|
if (m_name_id_mapping.getId(f.name, existing_id) && i != existing_id) {
|
2015-10-14 01:26:03 -04:00
|
|
|
warningstream << "NodeDefManager::deSerialize(): "
|
2014-10-03 03:16:43 -04:00
|
|
|
"already defined with different ID: " << f.name << std::endl;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// All is ok, add node definition with the requested ID
|
|
|
|
if (i >= m_content_features.size())
|
2025-04-07 20:23:13 +02:00
|
|
|
m_content_features.resize((size_t)(i) + 1);
|
2014-10-03 03:16:43 -04:00
|
|
|
m_content_features[i] = f;
|
2022-10-18 18:03:05 -04:00
|
|
|
m_content_features[i].floats = itemgroup_get(f.groups, "float") != 0;
|
2022-10-09 10:50:26 -04:00
|
|
|
m_content_lighting_flag_cache[i] = f.getLightingFlags();
|
2014-10-03 03:16:43 -04:00
|
|
|
addNameIdMapping(i, f.name);
|
2020-04-08 20:13:23 +02:00
|
|
|
TRACESTREAM(<< "NodeDef: deserialized " << f.name << std::endl);
|
2017-01-04 19:18:40 +01:00
|
|
|
|
|
|
|
getNodeBoxUnion(f.selection_box, f, &m_selection_box_union);
|
|
|
|
fixSelectionBoxIntUnion();
|
2012-01-12 06:10:39 +01:00
|
|
|
}
|
2020-05-21 00:52:10 +03:00
|
|
|
|
|
|
|
// Since liquid_alternative_flowing_id and liquid_alternative_source_id
|
|
|
|
// are not sent, resolve them client-side too.
|
|
|
|
resolveCrossrefs();
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
2011-11-14 21:41:30 +02:00
|
|
|
|
2021-04-05 13:38:31 +02:00
|
|
|
void NodeDefManager::addNameIdMapping(content_t i, const std::string &name)
|
2014-10-03 03:16:43 -04:00
|
|
|
{
|
|
|
|
m_name_id_mapping.set(i, name);
|
2021-04-05 13:38:31 +02:00
|
|
|
m_name_id_mapping_with_aliases.emplace(name, i);
|
2014-10-03 03:16:43 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
NodeDefManager *createNodeDefManager()
|
2015-01-04 16:32:31 -05:00
|
|
|
{
|
2018-02-10 22:04:16 +02:00
|
|
|
return new NodeDefManager();
|
2015-01-04 16:32:31 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
void NodeDefManager::pendNodeResolve(NodeResolver *nr) const
|
2014-10-08 15:28:14 -04:00
|
|
|
{
|
2015-04-16 04:12:26 -04:00
|
|
|
nr->m_ndef = this;
|
2015-05-07 02:34:15 -04:00
|
|
|
if (m_node_registration_complete)
|
2015-04-16 04:12:26 -04:00
|
|
|
nr->nodeResolveInternal();
|
2015-05-07 02:34:15 -04:00
|
|
|
else
|
|
|
|
m_pending_resolve_callbacks.push_back(nr);
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
bool NodeDefManager::cancelNodeResolveCallback(NodeResolver *nr) const
|
2014-10-08 15:28:14 -04:00
|
|
|
{
|
2015-04-16 04:12:26 -04:00
|
|
|
size_t len = m_pending_resolve_callbacks.size();
|
|
|
|
for (size_t i = 0; i != len; i++) {
|
|
|
|
if (nr != m_pending_resolve_callbacks[i])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
len--;
|
|
|
|
m_pending_resolve_callbacks[i] = m_pending_resolve_callbacks[len];
|
|
|
|
m_pending_resolve_callbacks.resize(len);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
void NodeDefManager::runNodeResolveCallbacks()
|
2015-04-16 04:12:26 -04:00
|
|
|
{
|
|
|
|
for (size_t i = 0; i != m_pending_resolve_callbacks.size(); i++) {
|
|
|
|
NodeResolver *nr = m_pending_resolve_callbacks[i];
|
|
|
|
nr->nodeResolveInternal();
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
2015-04-16 04:12:26 -04:00
|
|
|
|
|
|
|
m_pending_resolve_callbacks.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
void NodeDefManager::resetNodeResolveState()
|
2015-05-05 16:52:06 -04:00
|
|
|
{
|
|
|
|
m_node_registration_complete = false;
|
|
|
|
m_pending_resolve_callbacks.clear();
|
|
|
|
}
|
|
|
|
|
2020-05-21 00:52:10 +03:00
|
|
|
void NodeDefManager::resolveCrossrefs()
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
{
|
2017-08-19 11:30:46 +02:00
|
|
|
for (ContentFeatures &f : m_content_features) {
|
2022-09-27 01:27:47 +02:00
|
|
|
if (f.isLiquid() || f.isLiquidRender()) {
|
2020-05-21 00:52:10 +03:00
|
|
|
f.liquid_alternative_flowing_id = getId(f.liquid_alternative_flowing);
|
|
|
|
f.liquid_alternative_source_id = getId(f.liquid_alternative_source);
|
|
|
|
continue;
|
|
|
|
}
|
2017-08-19 11:30:46 +02:00
|
|
|
if (f.drawtype != NDT_NODEBOX || f.node_box.type != NODEBOX_CONNECTED)
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
continue;
|
2017-08-19 11:30:46 +02:00
|
|
|
|
2017-09-11 15:51:40 +02:00
|
|
|
for (const std::string &name : f.connects_to) {
|
|
|
|
getIds(name, f.connects_to_ids);
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
}
|
2025-04-07 20:23:13 +02:00
|
|
|
SORT_AND_UNIQUE(f.connects_to_ids);
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-02-10 22:04:16 +02:00
|
|
|
bool NodeDefManager::nodeboxConnects(MapNode from, MapNode to,
|
|
|
|
u8 connect_face) const
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
{
|
|
|
|
const ContentFeatures &f1 = get(from);
|
|
|
|
|
|
|
|
if ((f1.drawtype != NDT_NODEBOX) || (f1.node_box.type != NODEBOX_CONNECTED))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// lookup target in connected set
|
2017-09-11 15:51:40 +02:00
|
|
|
if (!CONTAINS(f1.connects_to_ids, to.param0))
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
return false;
|
|
|
|
|
|
|
|
const ContentFeatures &f2 = get(to);
|
|
|
|
|
2016-03-13 14:25:54 -07:00
|
|
|
if ((f2.drawtype == NDT_NODEBOX) && (f2.node_box.type == NODEBOX_CONNECTED))
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
// ignores actually looking if back connection exists
|
2017-09-11 15:51:40 +02:00
|
|
|
return CONTAINS(f2.connects_to_ids, from.param0);
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
|
Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.
We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.
If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-03 23:18:04 -08:00
|
|
|
// does to node declare usable faces?
|
|
|
|
if (f2.connect_sides > 0) {
|
2017-01-12 15:46:30 +01:00
|
|
|
if ((f2.param_type_2 == CPT2_FACEDIR ||
|
2022-09-16 13:18:55 +02:00
|
|
|
f2.param_type_2 == CPT2_COLORED_FACEDIR ||
|
|
|
|
f2.param_type_2 == CPT2_4DIR ||
|
|
|
|
f2.param_type_2 == CPT2_COLORED_4DIR)
|
2017-01-12 15:46:30 +01:00
|
|
|
&& (connect_face >= 4)) {
|
2023-10-29 01:38:34 +02:00
|
|
|
static const u8 rot[33 * 4] = {
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
4, 32, 16, 8, // 4 - back
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
8, 4, 32, 16, // 8 - right
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
16, 8, 4, 32, // 16 - front
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0,
|
|
|
|
32, 16, 8, 4 // 32 - left
|
|
|
|
};
|
2022-09-16 13:18:55 +02:00
|
|
|
if (f2.param_type_2 == CPT2_FACEDIR ||
|
|
|
|
f2.param_type_2 == CPT2_COLORED_FACEDIR) {
|
2023-10-29 16:29:37 +01:00
|
|
|
// FIXME: support arbitrary rotations (to.param2 & 0x1F) (#7696)
|
2022-09-16 13:18:55 +02:00
|
|
|
return (f2.connect_sides
|
2023-10-29 16:29:37 +01:00
|
|
|
& rot[(connect_face * 4) + (to.param2 & 0x03)]);
|
2022-09-16 13:18:55 +02:00
|
|
|
} else if (f2.param_type_2 == CPT2_4DIR ||
|
|
|
|
f2.param_type_2 == CPT2_COLORED_4DIR) {
|
|
|
|
return (f2.connect_sides
|
|
|
|
& rot[(connect_face * 4) + (to.param2 & 0x03)]);
|
|
|
|
}
|
Allow nodes to specify which sides to connect to.
NDT_CONNECTED attempts to connect to any side of nodes that it can
connect to, which is troublesome for FACEDIR type nodes that generally
may only have one usable face, and can be rotated.
We introduce a node parameter `connect_sides` that is valid for
any node type. If specified, it lists faces of the node (in "top",
"bottom", "front", "left", "back", "right", form, as array) that
connecting nodeboxes can connect to. "front" corresponds to the south
facing side of a node with facedir = 0.
If the node is rotatable using *simple* FACEDIR, then the attached
face is properly rotated before checking. This allows e.g. a chest
to be attached to only from the rear side.
2016-03-03 23:18:04 -08:00
|
|
|
}
|
|
|
|
return (f2.connect_sides & connect_face);
|
|
|
|
}
|
Nodebox: Allow nodeboxes to "connect"
We introduce a new nodebox type "connected", and allow these nodes to
have optional nodeboxes that connect it to other connecting nodeboxes.
This is all done at scenedraw time in the client. The client will
inspect the surrounding nodes and if they are to be connected to,
it will draw the appropriate connecting nodeboxes to make those
connections.
In the node_box definition, we have to specify separate nodeboxes for
each valid connection. This allows us to make nodes that connect only
horizontally (the common case) by providing optional nodeboxes for +x,
-x, +z, -z directions. Or this allows us to make wires that can connect
up and down, by providing nodeboxes that connect it up and down (+y,
-y) as well.
The optional nodeboxes can be arrays. They are named "connect_top,
"connect_bottom", "connect_front", "connect_left", "connect_back" and
"connect_right". Here, "front" means the south facing side of the node
that has facedir = 0.
Additionally, a "fixed" nodebox list present will always be drawn,
so one can make a central post, for instance. This "fixed" nodebox
can be omitted, or it can be an array of nodeboxes.
Collision boxes are also updated in exactly the same fashion, which
allows you to walk over the upper extremities of the individual
node boxes, or stand really close to them. You can also walk up
node noxes that are small in height, all as expected, and unlike the
NDT_FENCELIKE nodes.
I've posted a screenshot demonstrating the flexibility at
http://i.imgur.com/zaJq8jo.png
In the screenshot, all connecting nodes are of this new subtype.
Transparent textures render incorrectly, Which I don't think is
related to this text, as other nodeboxes also have issues with this.
A protocol bump is performed in order to be able to send older clients
a nodeblock that is usable for them. In order to avoid abuse of users
we send older clients a "full-size" node, so that it's impossible for
them to try and walk through a fence or wall that's created in this
fashion. This was tested with a pre-bump client connected against a
server running the new protocol.
These nodes connect to other nodes, and you can select which ones
those are by specifying node names (or group names) in the
connects_to string array:
connects_to = { "group:fence", "default:wood" }
By default, nodes do not connect to anything, allowing you to create
nodes that always have to be paired in order to connect. lua_api.txt
is updated to reflect the extension to the node_box API.
Example lua code needed to generate these nodes can be found here:
https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 00:16:31 -08:00
|
|
|
// the target is just a regular node, so connect no matter back connection
|
|
|
|
return true;
|
|
|
|
}
|
2015-05-05 16:52:06 -04:00
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
////
|
|
|
|
//// NodeResolver
|
|
|
|
////
|
|
|
|
|
2015-05-05 11:36:40 -04:00
|
|
|
NodeResolver::NodeResolver()
|
|
|
|
{
|
2021-03-20 13:02:15 +01:00
|
|
|
reset();
|
2015-04-16 04:12:26 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NodeResolver::~NodeResolver()
|
|
|
|
{
|
|
|
|
if (!m_resolve_done && m_ndef)
|
|
|
|
m_ndef->cancelNodeResolveCallback(this);
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-04-09 23:40:12 +02:00
|
|
|
void NodeResolver::cloneTo(NodeResolver *res) const
|
|
|
|
{
|
|
|
|
FATAL_ERROR_IF(!m_resolve_done, "NodeResolver can only be cloned"
|
|
|
|
" after resolving has completed");
|
|
|
|
/* We don't actually do anything significant. Since the node resolving has
|
|
|
|
* already completed, the class that called us will already have the
|
|
|
|
* resolved IDs in its data structures (which it copies on its own) */
|
|
|
|
res->m_ndef = m_ndef;
|
|
|
|
res->m_resolve_done = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
void NodeResolver::nodeResolveInternal()
|
2014-10-08 15:28:14 -04:00
|
|
|
{
|
2015-04-16 04:12:26 -04:00
|
|
|
m_nodenames_idx = 0;
|
|
|
|
m_nnlistsizes_idx = 0;
|
|
|
|
|
|
|
|
resolveNodeNames();
|
|
|
|
m_resolve_done = true;
|
|
|
|
|
|
|
|
m_nodenames.clear();
|
|
|
|
m_nnlistsizes.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool NodeResolver::getIdFromNrBacklog(content_t *result_out,
|
2018-04-20 20:26:30 +01:00
|
|
|
const std::string &node_alt, content_t c_fallback, bool error_on_fallback)
|
2014-10-08 15:28:14 -04:00
|
|
|
{
|
2015-04-16 04:12:26 -04:00
|
|
|
if (m_nodenames_idx == m_nodenames.size()) {
|
|
|
|
*result_out = c_fallback;
|
2015-05-05 11:36:40 -04:00
|
|
|
errorstream << "NodeResolver: no more nodes in list" << std::endl;
|
2014-12-17 03:20:17 -05:00
|
|
|
return false;
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
|
|
|
|
2014-12-17 03:20:17 -05:00
|
|
|
content_t c;
|
2015-04-16 04:12:26 -04:00
|
|
|
std::string name = m_nodenames[m_nodenames_idx++];
|
2014-10-08 15:28:14 -04:00
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
bool success = m_ndef->getId(name, c);
|
2017-08-20 19:37:29 +02:00
|
|
|
if (!success && !node_alt.empty()) {
|
2014-12-17 03:20:17 -05:00
|
|
|
name = node_alt;
|
2015-04-16 04:12:26 -04:00
|
|
|
success = m_ndef->getId(name, c);
|
2014-12-17 03:20:17 -05:00
|
|
|
}
|
2014-10-08 15:28:14 -04:00
|
|
|
|
2014-12-17 03:20:17 -05:00
|
|
|
if (!success) {
|
2018-04-20 20:26:30 +01:00
|
|
|
if (error_on_fallback)
|
|
|
|
errorstream << "NodeResolver: failed to resolve node name '" << name
|
|
|
|
<< "'." << std::endl;
|
2014-12-17 03:20:17 -05:00
|
|
|
c = c_fallback;
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
*result_out = c;
|
2014-12-17 03:20:17 -05:00
|
|
|
return success;
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
bool NodeResolver::getIdsFromNrBacklog(std::vector<content_t> *result_out,
|
|
|
|
bool all_required, content_t c_fallback)
|
2014-10-08 15:28:14 -04:00
|
|
|
{
|
2014-12-27 22:20:04 -05:00
|
|
|
bool success = true;
|
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
if (m_nnlistsizes_idx == m_nnlistsizes.size()) {
|
|
|
|
errorstream << "NodeResolver: no more node lists" << std::endl;
|
2014-12-17 03:20:17 -05:00
|
|
|
return false;
|
|
|
|
}
|
2014-10-08 15:28:14 -04:00
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
size_t length = m_nnlistsizes[m_nnlistsizes_idx++];
|
2014-10-08 15:28:14 -04:00
|
|
|
|
2015-04-16 04:12:26 -04:00
|
|
|
while (length--) {
|
|
|
|
if (m_nodenames_idx == m_nodenames.size()) {
|
|
|
|
errorstream << "NodeResolver: no more nodes in list" << std::endl;
|
2014-12-17 03:20:17 -05:00
|
|
|
return false;
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
|
|
|
|
2014-12-17 03:20:17 -05:00
|
|
|
content_t c;
|
2015-04-16 04:12:26 -04:00
|
|
|
std::string &name = m_nodenames[m_nodenames_idx++];
|
2014-12-27 22:20:04 -05:00
|
|
|
|
2024-02-17 15:35:33 +01:00
|
|
|
if (!str_starts_with(name, "group:")) {
|
2015-04-16 04:12:26 -04:00
|
|
|
if (m_ndef->getId(name, c)) {
|
|
|
|
result_out->push_back(c);
|
|
|
|
} else if (all_required) {
|
|
|
|
errorstream << "NodeResolver: failed to resolve node name '"
|
|
|
|
<< name << "'." << std::endl;
|
|
|
|
result_out->push_back(c_fallback);
|
2014-12-29 23:15:53 -05:00
|
|
|
success = false;
|
|
|
|
}
|
|
|
|
} else {
|
2017-09-11 15:51:40 +02:00
|
|
|
m_ndef->getIds(name, *result_out);
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-12-27 22:20:04 -05:00
|
|
|
return success;
|
2014-10-08 15:28:14 -04:00
|
|
|
}
|
2021-03-20 13:02:15 +01:00
|
|
|
|
|
|
|
void NodeResolver::reset(bool resolve_done)
|
|
|
|
{
|
|
|
|
m_nodenames.clear();
|
|
|
|
m_nodenames_idx = 0;
|
|
|
|
m_nnlistsizes.clear();
|
|
|
|
m_nnlistsizes_idx = 0;
|
|
|
|
|
|
|
|
m_resolve_done = resolve_done;
|
|
|
|
|
|
|
|
m_nodenames.reserve(16);
|
|
|
|
m_nnlistsizes.reserve(4);
|
|
|
|
}
|