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mirror of https://github.com/moparisthebest/minetest synced 2024-11-15 22:05:07 -05:00

Merged CiaranG's fence graphic updates (ugh, well, it worked, i guess, kind of.) This commit should also get rid of multiple heads on the server.

This commit is contained in:
Perttu Ahola 2011-06-02 02:37:49 +03:00
commit 75f3e68451

View File

@ -729,63 +729,90 @@ private:
core::array<PreMeshBuffer> m_prebuffers; core::array<PreMeshBuffer> m_prebuffers;
}; };
// Create a cuboid.
// material - the material to use (for all 6 faces)
// collector - the MeshCollector for the resulting polygons
// pa - texture atlas pointer for the material
// c - vertex colour - used for all
// pos - the position of the centre of the cuboid
// rz,ry,rz - the radius of the cuboid in each dimension
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
// should be (2+2)*6=24 values in the list. Alternatively, pass
// NULL to use the entire texture for each face. The order of
// the faces in the list is top-backi-right-front-left-bottom
// If you specified 0,0,1,1 for each face, that would be the
// same as passing NULL.
void makeCuboid(video::SMaterial &material, MeshCollector *collector, void makeCuboid(video::SMaterial &material, MeshCollector *collector,
AtlasPointer* pa, video::SColor &c, AtlasPointer* pa, video::SColor &c,
v3f &pos, f32 rx, f32 ry, f32 rz) v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
{ {
f32 tu0=pa->x0();
f32 tu1=pa->x1();
f32 tv0=pa->y0();
f32 tv1=pa->y1();
f32 txus=tu1-tu0;
f32 txvs=tv1-tv0;
video::S3DVertex v[4] = video::S3DVertex v[4] =
{ {
video::S3DVertex(0,0,0, 0,0,0, c, video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
pa->x0(), pa->y1()), video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
video::S3DVertex(0,0,0, 0,0,0, c, video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
pa->x1(), pa->y1()), video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
video::S3DVertex(0,0,0, 0,0,0, c,
pa->x1(), pa->y0()),
video::S3DVertex(0,0,0, 0,0,0, c,
pa->x0(), pa->y0())
}; };
for(int i=0;i<6;i++) for(int i=0;i<6;i++)
{ {
switch(i) switch(i)
{ {
case 0: case 0: // top
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz; v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz; v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
break; break;
case 1: case 1: // back
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break; break;
case 2: case 2: //right
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break; break;
case 3: case 3: // front
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break; break;
case 4: case 4: // left
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break; break;
case 5: case 5: // bottom
v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz; v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz; v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break; break;
} }
if(txc!=NULL)
{
v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
txc+=4;
}
for(u16 i=0; i<4; i++) for(u16 i=0; i<4; i++)
v[i].Pos += pos; v[i].Pos += pos;
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
@ -1569,9 +1596,16 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
// The post - always present // The post - always present
v3f pos = intToFloat(p+blockpos_nodes, BS); v3f pos = intToFloat(p+blockpos_nodes, BS);
f32 postuv[24]={
0.4,0.4,0.6,0.6,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.4,0.4,0.6,0.6};
makeCuboid(material_wood, &collector, makeCuboid(material_wood, &collector,
&pa_wood, c, pos, &pa_wood, c, pos,
post_rad,BS/2,post_rad); post_rad,BS/2,post_rad, postuv);
// Now a section of fence, +X, if there's a post there // Now a section of fence, +X, if there's a post there
v3s16 p2 = p; v3s16 p2 = p;
@ -1582,14 +1616,21 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
pos = intToFloat(p+blockpos_nodes, BS); pos = intToFloat(p+blockpos_nodes, BS);
pos.X += BS/2; pos.X += BS/2;
pos.Y += BS/4; pos.Y += BS/4;
f32 xrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector, makeCuboid(material_wood, &collector,
&pa_wood, c, pos, &pa_wood, c, pos,
bar_len,bar_rad,bar_rad); bar_len,bar_rad,bar_rad, xrailuv);
pos.Y -= BS/2; pos.Y -= BS/2;
makeCuboid(material_wood, &collector, makeCuboid(material_wood, &collector,
&pa_wood, c, pos, &pa_wood, c, pos,
bar_len,bar_rad,bar_rad); bar_len,bar_rad,bar_rad, xrailuv);
} }
// Now a section of fence, +Z, if there's a post there // Now a section of fence, +Z, if there's a post there
@ -1601,13 +1642,20 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
pos = intToFloat(p+blockpos_nodes, BS); pos = intToFloat(p+blockpos_nodes, BS);
pos.Z += BS/2; pos.Z += BS/2;
pos.Y += BS/4; pos.Y += BS/4;
f32 zrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector, makeCuboid(material_wood, &collector,
&pa_wood, c, pos, &pa_wood, c, pos,
bar_rad,bar_rad,bar_len); bar_rad,bar_rad,bar_len, zrailuv);
pos.Y -= BS/2; pos.Y -= BS/2;
makeCuboid(material_wood, &collector, makeCuboid(material_wood, &collector,
&pa_wood, c, pos, &pa_wood, c, pos,
bar_rad,bar_rad,bar_len); bar_rad,bar_rad,bar_len, zrailuv);
} }