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MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints

This commit is contained in:
Kahrl 2012-03-13 18:56:12 +01:00 committed by Perttu Ahola
parent f9a66c5d46
commit 807a0d313b
22 changed files with 1216 additions and 1745 deletions

View file

@ -353,115 +353,3 @@ void MapNode::deSerialize_pre22(u8 *source, u8 version)
// Translate to our known version
*this = mapnode_translate_to_internal(*this, version);
}
#ifndef SERVER
/*
Nodes make a face if contents differ and solidness differs.
Return value:
0: No face
1: Face uses m1's content
2: Face uses m2's content
equivalent: Whether the blocks share the same face (eg. water and glass)
TODO: Add 3: Both faces drawn with backface culling, remove equivalent
*/
u8 face_contents(content_t m1, content_t m2, bool *equivalent,
INodeDefManager *nodemgr)
{
*equivalent = false;
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
bool contents_differ = (m1 != m2);
const ContentFeatures &f1 = nodemgr->get(m1);
const ContentFeatures &f2 = nodemgr->get(m2);
// Contents don't differ for different forms of same liquid
if(f1.sameLiquid(f2))
contents_differ = false;
u8 c1 = f1.solidness;
u8 c2 = f2.solidness;
bool solidness_differs = (c1 != c2);
bool makes_face = contents_differ && solidness_differs;
if(makes_face == false)
return 0;
if(c1 == 0)
c1 = f1.visual_solidness;
if(c2 == 0)
c2 = f2.visual_solidness;
if(c1 == c2){
*equivalent = true;
// If same solidness, liquid takes precense
if(f1.isLiquid())
return 1;
if(f2.isLiquid())
return 2;
}
if(c1 > c2)
return 1;
else
return 2;
}
/*
Gets lighting value at face of node
Parameters must consist of air and !air.
Order doesn't matter.
If either of the nodes doesn't exist, light is 0.
parameters:
daynight_ratio: 0...1000
n: getNode(p) (uses only the lighting value)
n2: getNode(p + face_dir) (uses only the lighting value)
face_dir: axis oriented unit vector from p to p2
returns encoded light value.
*/
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir, INodeDefManager *nodemgr)
{
try{
u8 light;
u8 l1 = n.getLightBlend(daynight_ratio, nodemgr);
u8 l2 = n2.getLightBlend(daynight_ratio, nodemgr);
if(l1 > l2)
light = l1;
else
light = l2;
// Make some nice difference to different sides
// This makes light come from a corner
/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.X == -1 || face_dir.Z == -1)
light = diminish_light(light);*/
// All neighboring faces have different shade (like in minecraft)
if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.Z == 1 || face_dir.Z == -1)
light = diminish_light(light);
return light;
}
catch(InvalidPositionException &e)
{
return 0;
}
}
#endif