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working nicely

This commit is contained in:
Perttu Ahola 2010-12-13 03:19:12 +02:00
parent 47a593b519
commit 571fb14f94
20 changed files with 938 additions and 396 deletions

View file

@ -41,66 +41,68 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Doesn't create faces with anything and is considered being
out-of-map in the game map.
*/
#define MATERIAL_IGNORE 255
#define MATERIAL_IGNORE_DEFAULT_PARAM 0
#define CONTENT_IGNORE 255
#define CONTENT_IGNORE_DEFAULT_PARAM 0
/*
The common material through which the player can walk and which
is transparent to light
*/
#define MATERIAL_AIR 254
#define CONTENT_AIR 254
/*
Materials-todo:
Suggested materials:
GRAVEL
- Dynamics of gravel: if there is a drop of more than two
blocks on any side, it will drop in there. Is this doable?
TODO: These should be named to "content" or something like that
New naming scheme:
- Material = irrlicht's Material class
- Content = (u8) content of a node
- Tile = (u16) Material ID at some side of a node
*/
enum Material
enum Content
{
MATERIAL_STONE=0,
CONTENT_STONE=0,
MATERIAL_GRASS,
CONTENT_GRASS,
MATERIAL_WATER,
CONTENT_WATER,
MATERIAL_LIGHT,
CONTENT_LIGHT,
MATERIAL_TREE,
CONTENT_TREE,
MATERIAL_LEAVES,
CONTENT_LEAVES,
MATERIAL_GRASS_FOOTSTEPS,
CONTENT_GRASS_FOOTSTEPS,
MATERIAL_MESE,
CONTENT_MESE,
MATERIAL_MUD,
CONTENT_MUD,
MATERIAL_OCEAN,
CONTENT_OCEAN,
// This is set to the number of the actual values in this enum
USEFUL_MATERIAL_COUNT
USEFUL_CONTENT_COUNT
};
/*
If true, the material allows light propagation and brightness is stored
in param.
*/
inline bool light_propagates_material(u8 m)
inline bool light_propagates_content(u8 m)
{
return (m == MATERIAL_AIR || m == MATERIAL_LIGHT || m == MATERIAL_WATER || m == MATERIAL_OCEAN);
return (m == CONTENT_AIR || m == CONTENT_LIGHT || m == CONTENT_WATER || m == CONTENT_OCEAN);
}
/*
If true, the material allows lossless sunlight propagation.
*/
inline bool sunlight_propagates_material(u8 m)
inline bool sunlight_propagates_content(u8 m)
{
return (m == MATERIAL_AIR);
return (m == CONTENT_AIR || m == CONTENT_LIGHT);
}
/*
@ -110,98 +112,157 @@ inline bool sunlight_propagates_material(u8 m)
1: Transparent
2: Opaque
*/
inline u8 material_solidness(u8 m)
inline u8 content_solidness(u8 m)
{
if(m == MATERIAL_AIR)
if(m == CONTENT_AIR)
return 0;
if(m == MATERIAL_WATER || m == MATERIAL_OCEAN)
if(m == CONTENT_WATER || m == CONTENT_OCEAN)
return 1;
return 2;
}
// Objects collide with walkable materials
inline bool material_walkable(u8 m)
// Objects collide with walkable contents
inline bool content_walkable(u8 m)
{
return (m != MATERIAL_AIR && m != MATERIAL_WATER && m != MATERIAL_OCEAN && m != MATERIAL_LIGHT);
return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_LIGHT);
}
// A liquid resists fast movement
inline bool material_liquid(u8 m)
inline bool content_liquid(u8 m)
{
return (m == MATERIAL_WATER || m == MATERIAL_OCEAN);
return (m == CONTENT_WATER || m == CONTENT_OCEAN);
}
// Pointable materials can be pointed to in the map
inline bool material_pointable(u8 m)
// Pointable contents can be pointed to in the map
inline bool content_pointable(u8 m)
{
return (m != MATERIAL_AIR && m != MATERIAL_WATER && m != MATERIAL_OCEAN);
return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
}
inline bool material_diggable(u8 m)
inline bool content_diggable(u8 m)
{
return (m != MATERIAL_AIR && m != MATERIAL_WATER && m != MATERIAL_OCEAN);
return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
}
inline bool material_buildable_to(u8 m)
inline bool content_buildable_to(u8 m)
{
return (m == MATERIAL_AIR || m == MATERIAL_WATER || m == MATERIAL_OCEAN);
return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_OCEAN);
}
/*
As of now, input is a "material" and the output is a "material"
TODO: Make a mapper class for mapping every side of a content
to some tile.
This dumbily maps all sides of content to the tile of the same id.
*/
inline u8 content_cube_material(u8 c)
inline u8 content_tile(u8 c)
{
if(c == MATERIAL_IGNORE || c == MATERIAL_LIGHT)
return MATERIAL_AIR;
if(c == CONTENT_IGNORE || c == CONTENT_LIGHT)
return CONTENT_AIR;
return c;
}
/*
Returns true for materials that form the base ground that
Returns true for contents that form the base ground that
follows the main heightmap
*/
inline bool is_ground_material(u8 m)
inline bool is_ground_content(u8 m)
{
return(
m == MATERIAL_STONE ||
m == MATERIAL_GRASS ||
m == MATERIAL_GRASS_FOOTSTEPS ||
m == MATERIAL_MESE ||
m == MATERIAL_MUD
m == CONTENT_STONE ||
m == CONTENT_GRASS ||
m == CONTENT_GRASS_FOOTSTEPS ||
m == CONTENT_MESE ||
m == CONTENT_MUD
);
}
/*
Nodes make a face if materials differ and solidness differs.
Nodes make a face if contents differ and solidness differs.
Return value:
0: No face
1: Face uses m1's material
2: Face uses m2's material
1: Face uses m1's content
2: Face uses m2's content
*/
inline u8 face_materials(u8 m1, u8 m2)
inline u8 face_contents(u8 m1, u8 m2)
{
if(m1 == MATERIAL_IGNORE || m2 == MATERIAL_IGNORE)
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
bool materials_differ = (m1 != m2);
bool solidness_differs = (material_solidness(m1) != material_solidness(m2));
bool makes_face = materials_differ && solidness_differs;
bool contents_differ = (m1 != m2);
bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
bool makes_face = contents_differ && solidness_differs;
if(makes_face == false)
return 0;
if(material_solidness(m1) > material_solidness(m2))
if(content_solidness(m1) > content_solidness(m2))
return 1;
else
return 2;
}
inline bool liquid_replaces_content(u8 c)
{
return (c == CONTENT_AIR || c == CONTENT_LIGHT);
}
/*
When placing a node, drection info is added to it if this is true
*/
inline bool content_directional(u8 c)
{
return (c == CONTENT_LIGHT);
}
/*
Packs directions like (1,0,0), (1,-1,0)
*/
inline u8 packDir(v3s16 dir)
{
u8 b = 0;
if(dir.X > 0)
b |= (1<<0);
else if(dir.X < 0)
b |= (1<<1);
if(dir.Y > 0)
b |= (1<<2);
else if(dir.Y < 0)
b |= (1<<3);
if(dir.Z > 0)
b |= (1<<4);
else if(dir.Z < 0)
b |= (1<<5);
return b;
}
inline v3s16 unpackDir(u8 b)
{
v3s16 d(0,0,0);
if(b & (1<<0))
d.X = 1;
else if(b & (1<<1))
d.X = -1;
if(b & (1<<2))
d.Y = 1;
else if(b & (1<<3))
d.Y = -1;
if(b & (1<<4))
d.Z = 1;
else if(b & (1<<5))
d.Z = -1;
return d;
}
struct MapNode
{
//TODO: block type to differ from material
// (e.g. grass edges or something)
// block type
// Content
u8 d;
/*
@ -211,15 +272,27 @@ struct MapNode
Sunlight is LIGHT_SUN, which is LIGHT_MAX+1.
*/
s8 param;
union
{
/*
Pressure for liquids
*/
u8 pressure;
u8 pressure;
/*
Direction for torches and other stuff.
If possible, packed with packDir.
*/
u8 dir;
};
MapNode(const MapNode & n)
{
*this = n;
}
MapNode(u8 data=MATERIAL_AIR, u8 a_param=0, u8 a_pressure=0)
MapNode(u8 data=CONTENT_AIR, u8 a_param=0, u8 a_pressure=0)
{
d = data;
param = a_param;
@ -235,17 +308,17 @@ struct MapNode
bool light_propagates()
{
return light_propagates_material(d);
return light_propagates_content(d);
}
bool sunlight_propagates()
{
return sunlight_propagates_material(d);
return sunlight_propagates_content(d);
}
u8 solidness()
{
return material_solidness(d);
return content_solidness(d);
}
u8 light_source()
@ -253,7 +326,7 @@ struct MapNode
/*
Note that a block that isn't light_propagates() can be a light source.
*/
if(d == MATERIAL_LIGHT)
if(d == CONTENT_LIGHT)
return LIGHT_MAX;
return 0;
@ -261,7 +334,7 @@ struct MapNode
u8 getLight()
{
// Select the brightest of [light_source, transparent_light]
// Select the brightest of [light source, propagated light]
u8 light = 0;
if(light_propagates())
light = param & 0x0f;