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:
commit
75f3e68451
@ -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);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user