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https://github.com/luanti-org/luanti.git
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Completely generalized mesh generation; ContentFeatures serialization
This commit is contained in:
parent
89e7bacd99
commit
eed727c61b
18 changed files with 795 additions and 821 deletions
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@ -17,13 +17,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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// For g_settings
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#include "main.h"
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#include "content_mapnode.h"
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#include "irrlichttypes.h"
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#include "mapnode.h"
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#include "content_nodemeta.h"
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#include "settings.h"
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#include "nodedef.h"
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#define WATER_ALPHA 160
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@ -156,23 +154,8 @@ MapNode mapnode_translate_to_internal(MapNode n_from, u8 version)
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}
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// See header for description
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void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr)
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void content_mapnode_init(IWritableNodeDefManager *nodemgr)
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{
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if(tsrc == NULL)
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dstream<<"INFO: Initial run of content_mapnode_init with "
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"tsrc=NULL. If this segfaults, "
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"there is a bug with something not checking for "
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"the NULL value."<<std::endl;
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else
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dstream<<"INFO: Full run of content_mapnode_init with "
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"tsrc!=NULL"<<std::endl;
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// Read some settings
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bool new_style_water = g_settings->getBool("new_style_water");
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bool new_style_leaves = g_settings->getBool("new_style_leaves");
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bool invisible_stone = g_settings->getBool("invisible_stone");
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bool opaque_water = g_settings->getBool("opaque_water");
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content_t i;
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ContentFeatures *f = NULL;
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@ -185,8 +168,6 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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f->often_contains_mineral = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
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setStoneLikeMaterialProperties(f->material, 1.0);
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if(invisible_stone)
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f->solidness = 0; // For debugging, hides regular stone
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i = CONTENT_GRASS;
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f = nodemgr->getModifiable(i);
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@ -278,40 +259,29 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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f->setTexture(0, "jungletree_top.png");
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f->setTexture(1, "jungletree_top.png");
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f->param_type = CPT_MINERAL;
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//f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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setWoodLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_JUNGLEGRASS;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_PLANTLIKE;
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f->visual_scale = 1.6;
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f->setAllTextures("junglegrass.png");
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f->setInventoryTexture("junglegrass.png");
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f->used_texturenames.insert("junglegrass.png"); // Add to atlas
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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//f->is_ground_content = true;
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f->air_equivalent = false; // grass grows underneath
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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setLeavesLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_LEAVES;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_ALLFACES_OPTIONAL;
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f->setAllTextures("leaves.png");
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//f->setAllTextures("[noalpha:leaves.png");
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f->light_propagates = true;
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//f->param_type = CPT_MINERAL;
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f->param_type = CPT_LIGHT;
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//f->is_ground_content = true;
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if(new_style_leaves)
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{
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f->solidness = 0; // drawn separately, makes no faces
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f->visual_solidness = 1;
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f->setAllTextures("leaves.png");
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f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
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}
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else
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{
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f->setAllTextures("[noalpha:leaves.png");
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}
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f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
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f->extra_dug_item_rarity = 20;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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@ -330,13 +300,13 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_PAPYRUS;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_PLANTLIKE;
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f->setAllTextures("papyrus.png");
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f->setInventoryTexture("papyrus.png");
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f->used_texturenames.insert("papyrus.png"); // Add to atlas
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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setLeavesLikeMaterialProperties(f->material, 0.5);
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@ -354,27 +324,26 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_GLASS;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_GLASSLIKE;
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f->setAllTextures("glass.png");
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
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f->visual_solidness = 1;
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f->setAllTextures("glass.png");
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f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
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setGlassLikeMaterialProperties(f->material, 1.0);
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i = CONTENT_FENCE;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_FENCELIKE;
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f->setInventoryTexture("fence.png");
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f->setTexture(0, "wood.png");
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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f->setInventoryTexture("fence.png");
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f->used_texturenames.insert("fence.png"); // Add to atlas
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f->selection_box.type = NODEBOX_FIXED;
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f->selection_box.fixed = core::aabbox3d<f32>(
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-BS/7, -BS/2, -BS/7, BS/7, BS/2, BS/7);
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@ -382,13 +351,16 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_RAIL;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_RAILLIKE;
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f->setInventoryTexture("rail.png");
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f->used_texturenames.insert("rail.png"); // Add to atlas
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f->setTexture(0, "rail.png");
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f->setTexture(1, "rail_curved.png");
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f->setTexture(2, "rail_t_junction.png");
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f->setTexture(3, "rail_crossing.png");
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
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f->air_equivalent = true; // grass grows underneath
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f->walkable = false;
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f->selection_box.type = NODEBOX_FIXED;
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@ -396,14 +368,14 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_LADDER;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_SIGNLIKE;
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f->setAllTextures("ladder.png");
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f->setInventoryTexture("ladder.png");
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f->used_texturenames.insert("ladder.png"); // Add to atlas
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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f->wall_mounted = true;
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f->solidness = 0;
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f->air_equivalent = true;
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f->walkable = false;
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f->climbable = true;
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@ -445,7 +417,6 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0;
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f->walkable = false;
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f->pointable = false;
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f->diggable = false;
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@ -454,11 +425,11 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_WATER;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_FLOWINGLIQUID;
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f->setAllTextures("water.png", WATER_ALPHA);
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f->setInventoryTextureCube("water.png", "water.png", "water.png");
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->solidness = 0; // Drawn separately, makes no faces
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f->visual_solidness = 1;
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f->walkable = false;
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f->pointable = false;
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f->diggable = false;
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@ -467,8 +438,6 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->liquid_viscosity = WATER_VISC;
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if(!opaque_water)
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f->alpha = WATER_ALPHA;
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f->post_effect_color = video::SColor(64, 100, 100, 200);
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// Flowing water material
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f->mspec_special[0].tname = "water.png";
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@ -478,16 +447,8 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_WATERSOURCE;
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f = nodemgr->getModifiable(i);
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if(new_style_water)
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{
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f->solidness = 0; // drawn separately, makes no faces
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}
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else // old style
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{
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f->solidness = 1;
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f->setAllTextures("water.png", WATER_ALPHA);
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f->backface_culling = false;
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}
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f->drawtype = NDT_LIQUID;
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f->setAllTextures("water.png", WATER_ALPHA);
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//f->setInventoryTexture("water.png");
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f->setInventoryTextureCube("water.png", "water.png", "water.png");
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f->param_type = CPT_LIGHT;
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@ -501,8 +462,6 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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f->liquid_alternative_flowing = CONTENT_WATER;
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f->liquid_alternative_source = CONTENT_WATERSOURCE;
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f->liquid_viscosity = WATER_VISC;
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if(!opaque_water)
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f->alpha = WATER_ALPHA;
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f->post_effect_color = video::SColor(64, 100, 100, 200);
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// New-style water source material (mostly unused)
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f->mspec_special[0].tname = "water.png";
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@ -510,13 +469,12 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_LAVA;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_FLOWINGLIQUID;
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f->setAllTextures("lava.png");
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f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
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f->used_texturenames.insert("lava.png"); // Add to atlas
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f->param_type = CPT_LIGHT;
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f->light_propagates = false;
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f->light_source = LIGHT_MAX-1;
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f->solidness = 0; // Drawn separately, makes no faces
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f->visual_solidness = 1; // Does not completely cover block boundaries
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f->walkable = false;
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f->pointable = false;
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f->diggable = false;
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@ -535,16 +493,8 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_LAVASOURCE;
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f = nodemgr->getModifiable(i);
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f->used_texturenames.insert("ladder.png"); // Add to atlas
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if(new_style_water)
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{
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f->solidness = 0; // drawn separately, makes no faces
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}
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else // old style
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{
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f->solidness = 2;
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f->setAllTextures("lava.png");
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}
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f->drawtype = NDT_LIQUID;
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f->setAllTextures("lava.png");
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f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
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f->param_type = CPT_LIGHT;
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f->light_propagates = false;
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@ -566,14 +516,14 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_TORCH;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_TORCHLIKE;
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f->setTexture(0, "torch_on_floor.png");
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f->setTexture(1, "torch_on_ceiling.png");
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f->setTexture(2, "torch.png");
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f->setInventoryTexture("torch_on_floor.png");
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f->used_texturenames.insert("torch_on_floor.png"); // Add to atlas
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f->used_texturenames.insert("torch_on_ceiling.png"); // Add to atlas
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f->used_texturenames.insert("torch.png"); // Add to atlas
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->wall_mounted = true;
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f->air_equivalent = true;
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@ -590,12 +540,12 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_SIGN_WALL;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_SIGNLIKE;
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f->setAllTextures("sign_wall.png");
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f->setInventoryTexture("sign_wall.png");
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f->used_texturenames.insert("sign_wall.png"); // Add to atlas
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->wall_mounted = true;
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f->air_equivalent = true;
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@ -692,25 +642,26 @@ void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr
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i = CONTENT_SAPLING;
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f = nodemgr->getModifiable(i);
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f->param_type = CPT_LIGHT;
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f->drawtype = NDT_PLANTLIKE;
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f->visual_scale = 1.5;
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f->setAllTextures("sapling.png");
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f->setInventoryTexture("sapling.png");
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f->used_texturenames.insert("sapling.png"); // Add to atlas
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f->param_type = CPT_LIGHT;
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f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
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f->light_propagates = true;
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f->air_equivalent = false;
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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setConstantMaterialProperties(f->material, 0.0);
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i = CONTENT_APPLE;
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f = nodemgr->getModifiable(i);
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f->drawtype = NDT_PLANTLIKE;
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f->visual_scale = 1.0;
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f->setAllTextures("apple.png");
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f->setInventoryTexture("apple.png");
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f->used_texturenames.insert("apple.png"); // Add to atlas
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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f->sunlight_propagates = true;
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f->solidness = 0; // drawn separately, makes no faces
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f->walkable = false;
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f->air_equivalent = true;
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f->dug_item = std::string("CraftItem apple 1");
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