forked from Mirrorlandia_minetest/minetest
Shadily clean up NDT_RAILLIKE to surely differ from the few leftover non-LGPLv2 parts from the standpoint of copyright law.
This commit is contained in:
parent
e9c123b1b9
commit
31c171fc1e
@ -868,7 +868,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
if(n_plus_z_plus_y.getContent() == thiscontent)
|
||||
is_rail_z_plus_y[1] = true;
|
||||
|
||||
|
||||
bool is_rail_x_all[] = {false, false};
|
||||
bool is_rail_z_all[] = {false, false};
|
||||
is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
|
||||
@ -876,30 +875,68 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
|
||||
is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
|
||||
|
||||
bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides
|
||||
int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
|
||||
// reasonable default, flat straight unrotated rail
|
||||
bool is_straight = true;
|
||||
int adjacencies = 0;
|
||||
int angle = 0;
|
||||
u8 tileindex = 0;
|
||||
|
||||
if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) //is straight because sloped
|
||||
// check for sloped rail
|
||||
if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
|
||||
{
|
||||
adjacencies = 5; //5 means sloped
|
||||
is_straight = true;
|
||||
is_straight = true; // sloped is always straight
|
||||
}
|
||||
else
|
||||
{
|
||||
// is really straight, rails on both sides
|
||||
is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
|
||||
adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
|
||||
}
|
||||
|
||||
// Assign textures
|
||||
u8 tileindex = 0; // straight
|
||||
if(adjacencies < 2)
|
||||
tileindex = 0; // straight
|
||||
else if(adjacencies == 2)
|
||||
{
|
||||
if(is_straight)
|
||||
tileindex = 0; // straight
|
||||
else
|
||||
switch (adjacencies) {
|
||||
case 1:
|
||||
if(is_rail_x_all[0] || is_rail_x_all[1])
|
||||
angle = 90;
|
||||
break;
|
||||
case 2:
|
||||
if(!is_straight)
|
||||
tileindex = 1; // curved
|
||||
if(is_rail_x_all[0] && is_rail_x_all[1])
|
||||
angle = 90;
|
||||
if(is_rail_z_all[0] && is_rail_z_all[1]){
|
||||
if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
|
||||
}
|
||||
else if(adjacencies == 3)
|
||||
else if(is_rail_x_all[0] && is_rail_z_all[0])
|
||||
angle = 270;
|
||||
else if(is_rail_x_all[0] && is_rail_z_all[1])
|
||||
angle = 180;
|
||||
else if(is_rail_x_all[1] && is_rail_z_all[1])
|
||||
angle = 90;
|
||||
break;
|
||||
case 3:
|
||||
// here is where the potential to 'switch' a junction is, but not implemented at present
|
||||
tileindex = 2; // t-junction
|
||||
else if(adjacencies == 4)
|
||||
if(!is_rail_x_all[1])
|
||||
angle=180;
|
||||
if(!is_rail_z_all[0])
|
||||
angle=90;
|
||||
if(!is_rail_z_all[1])
|
||||
angle=270;
|
||||
break;
|
||||
case 4:
|
||||
tileindex = 3; // crossing
|
||||
break;
|
||||
case 5: //sloped
|
||||
if(is_rail_z_plus_y[0])
|
||||
angle = 180;
|
||||
if(is_rail_x_plus_y[0])
|
||||
angle = 90;
|
||||
if(is_rail_x_plus_y[1])
|
||||
angle = -90;
|
||||
break;
|
||||
default:
|
||||
}
|
||||
|
||||
TileSpec tile = getNodeTileN(n, p, tileindex, data);
|
||||
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
@ -928,61 +965,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
ap.x0(), ap.y0()),
|
||||
};
|
||||
|
||||
|
||||
// Rotate textures
|
||||
int angle = 0;
|
||||
|
||||
if(adjacencies == 1)
|
||||
{
|
||||
if(is_rail_x_all[0] || is_rail_x_all[1])
|
||||
angle = 90;
|
||||
}
|
||||
if(adjacencies == 2)
|
||||
{
|
||||
if(is_rail_x_all[0] && is_rail_x_all[1])
|
||||
{
|
||||
angle = 90;
|
||||
}
|
||||
if(is_rail_z_all[0] && is_rail_z_all[1])
|
||||
{
|
||||
if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
|
||||
}
|
||||
else if(is_rail_x_all[0] && is_rail_z_all[0])
|
||||
angle = 270;
|
||||
else if(is_rail_x_all[0] && is_rail_z_all[1])
|
||||
angle = 180;
|
||||
else if(is_rail_x_all[1] && is_rail_z_all[1])
|
||||
angle = 90;
|
||||
}
|
||||
if(adjacencies == 3)
|
||||
{
|
||||
if(!is_rail_x_all[0])
|
||||
angle=0;
|
||||
if(!is_rail_x_all[1])
|
||||
angle=180;
|
||||
if(!is_rail_z_all[0])
|
||||
angle=90;
|
||||
if(!is_rail_z_all[1])
|
||||
angle=270;
|
||||
}
|
||||
//adjacencies 4: Crossing
|
||||
if(adjacencies == 5) //sloped
|
||||
{
|
||||
if(is_rail_z_plus_y[0])
|
||||
angle = 180;
|
||||
if(is_rail_x_plus_y[0])
|
||||
angle = 90;
|
||||
if(is_rail_x_plus_y[1])
|
||||
angle = -90;
|
||||
}
|
||||
|
||||
if(angle != 0) {
|
||||
for(u16 i=0; i<4; i++)
|
||||
vertices[i].Pos.rotateXZBy(angle);
|
||||
}
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
if(angle != 0)
|
||||
vertices[i].Pos.rotateXZBy(angle);
|
||||
vertices[i].Pos += intToFloat(p, BS);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user