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Clean nodefeat and content_mapnode a bit

This commit is contained in:
Perttu Ahola 2011-11-15 22:41:49 +02:00
parent 9fc78cbece
commit cde35d1606
3 changed files with 53 additions and 36 deletions

View file

@ -98,7 +98,7 @@ struct NodeBox
wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
{}
void serialize(std::ostream &os);
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
};
@ -115,7 +115,7 @@ struct MaterialSpec
backface_culling(backface_culling_)
{}
void serialize(std::ostream &os);
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
};
@ -156,9 +156,8 @@ struct ContentFeatures
bool backface_culling;
#endif
// List of all block textures that have been used (value is dummy)
// Used for texture atlas making.
// Exists on server too for cleaner code in content_mapnode.cpp.
// List of textures that are used and are wanted to be included in
// the texture atlas
std::set<std::string> used_texturenames;
// True if this actually contains non-default data
@ -173,7 +172,7 @@ struct ContentFeatures
float visual_scale; // Misc. scale parameter
std::string tname_tiles[6];
std::string tname_inventory;
MaterialSpec mspec_special[CF_SPECIAL_COUNT];
MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
u8 alpha;
// Post effect color, drawn when the camera is inside the node.
@ -240,24 +239,19 @@ struct ContentFeatures
void deSerialize(std::istream &is, IGameDef *gamedef);
/*
Quickhands for simple materials
Texture setters.
*/
// Texture setters. They also add stuff to used_texturenames.
void setTexture(u16 i, std::string name);
void setAllTextures(std::string name, u8 alpha_=255)
{
for(u16 i=0; i<6; i++)
setTexture(i, name);
alpha = alpha_;
// Force inventory texture too
setInventoryTexture(name);
}
void setAllTextures(std::string name);
void setSpecialMaterial(u16 i, const MaterialSpec &mspec);
void setInventoryTexture(std::string imgname);
void setInventoryTextureCube(std::string top,
std::string left, std::string right);
/*
Some handy methods
*/