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Added fences (but still needs an icon or something to display in inventory)
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5 changed files with 159 additions and 0 deletions
132
src/mapblock.cpp
132
src/mapblock.cpp
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@ -729,6 +729,72 @@ private:
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core::array<PreMeshBuffer> m_prebuffers;
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};
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void makeCuboid(video::SMaterial &material, MeshCollector *collector,
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AtlasPointer* pa, video::SColor &c,
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v3f &pos, f32 rx, f32 ry, f32 rz)
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{
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video::S3DVertex v[4] =
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{
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video::S3DVertex(0,0,0, 0,0,0, c,
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pa->x0(), pa->y1()),
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video::S3DVertex(0,0,0, 0,0,0, c,
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pa->x1(), pa->y1()),
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video::S3DVertex(0,0,0, 0,0,0, c,
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pa->x1(), pa->y0()),
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video::S3DVertex(0,0,0, 0,0,0, c,
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pa->x0(), pa->y0())
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};
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for(int i=0;i<6;i++)
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{
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switch(i)
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{
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case 0:
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
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break;
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case 1:
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 2:
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 3:
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 4:
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 5:
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v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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}
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for(u16 i=0; i<4; i++)
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v[i].Pos += pos;
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u16 indices[] = {0,1,2,2,3,0};
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collector->append(material, v, 4, indices, 6);
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}
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}
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scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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{
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// 4-21ms for MAP_BLOCKSIZE=16
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@ -911,6 +977,15 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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g_texturesource->getTextureId("glass.png"));
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material_glass.setTexture(0, pa_glass.atlas);
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// Wood material
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video::SMaterial material_wood;
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material_wood.setFlag(video::EMF_LIGHTING, false);
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material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_wood.setFlag(video::EMF_FOG_ENABLE, true);
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material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_wood = g_texturesource->getTexture(
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g_texturesource->getTextureId("wood.png"));
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material_wood.setTexture(0, pa_wood.atlas);
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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@ -1480,6 +1555,63 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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collector.append(material_glass, vertices, 4, indices, 6);
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}
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}
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/*
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Add fence
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*/
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else if(n.d == CONTENT_FENCE)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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const f32 post_rad=(f32)BS/10;
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const f32 bar_rad=(f32)BS/20;
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const f32 bar_len=(f32)(BS/2)-post_rad;
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// The post - always present
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v3f pos = intToFloat(p+blockpos_nodes, BS);
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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post_rad,BS/2,post_rad);
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// Now a section of fence, +X, if there's a post there
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v3s16 p2 = p;
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p2.X++;
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MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.d == CONTENT_FENCE)
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{
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.X += BS/2;
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pos.Y += BS/4;
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad);
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pos.Y -= BS/2;
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_len,bar_rad,bar_rad);
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}
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// Now a section of fence, +Z, if there's a post there
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p2 = p;
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p2.Z++;
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n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.d == CONTENT_FENCE)
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{
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pos = intToFloat(p+blockpos_nodes, BS);
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pos.Z += BS/2;
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pos.Y += BS/4;
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len);
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pos.Y -= BS/2;
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makeCuboid(material_wood, &collector,
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&pa_wood, c, pos,
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bar_rad,bar_rad,bar_len);
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}
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}
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