forked from Mirrorlandia_minetest/minetest
Leveled nodebox: Change levels from 1/63rds to 1/64ths
Add missing documentation of leveled nodebox to lua_api.txt, plus a little cleaning up nearby.
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@ -15,8 +15,7 @@ Mods are contained and ran solely on the server side. Definitions and media
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files are automatically transferred to the client.
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If you see a deficiency in the API, feel free to attempt to add the
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functionality in the engine and API. You can send such improvements as
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source code patches to <celeron55@gmail.com>.
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functionality in the engine and API.
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Programming in Lua
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------------------
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@ -824,6 +823,16 @@ node definition:
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0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
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facedir modulo 4 = rotation around that axis
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paramtype2 == "leveled"
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^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
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Leveled nodebox:
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The level of the top face of the nodebox is stored in param2.
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The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
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The nodebox height is param2 / 64 nodes.
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The maximum accepted value of param2 is 127.
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Rooted plantlike:
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The height of the 'plantlike' section is stored in param2.
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The height is param2 / 16 nodes.
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The maximum accepted value of param2 is 127.
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paramtype2 == "degrotate"
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^ The rotation of this node is stored in param2. Plants are rotated this way.
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Values range 0 - 179. The value stored in param2 is multiplied by two to
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@ -885,8 +894,8 @@ Look for examples in `games/minimal` or `games/minetest_game`.
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* `firelike`
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* `fencelike`
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* `raillike`
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* `nodebox` -- See below. (**Experimental!**)
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* `mesh` -- use models for nodes
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* `nodebox` -- See below
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* `mesh` -- Use models for nodes
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* `plantlike_rooted`
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`*_optional` drawtypes need less rendering time if deactivated (always client side).
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@ -895,12 +904,8 @@ Node boxes
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-----------
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Node selection boxes are defined using "node boxes"
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The `nodebox` node drawtype allows defining visual of nodes consisting of
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arbitrary number of boxes. It allows defining stuff like stairs. Only the
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`fixed` and `leveled` box type is supported for these.
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Please note that this is still experimental, and may be incompatibly
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changed in the future.
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The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
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number of boxes. It allows defining stuff like stairs and slabs.
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A nodebox is defined as any of:
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@ -909,10 +914,18 @@ A nodebox is defined as any of:
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type = "regular"
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}
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{
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-- A fixed box (facedir param2 is used, if applicable)
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-- A fixed box (or boxes) (facedir param2 is used, if applicable)
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type = "fixed",
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fixed = box OR {box1, box2, ...}
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}
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{
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-- A variable height box (or boxes) with the top face position defined by
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-- the node parameter 'leveled = ', or if 'paramtype2 == "leveled"' by
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-- param2.
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-- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
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type = "leveled",
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fixed = box OR {box1, box2, ...}
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}
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{
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-- A box like the selection box for torches
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-- (wallmounted param2 is used, if applicable)
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@ -942,9 +955,6 @@ A box of a regular node would look like:
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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`type = "leveled"` is same as `type = "fixed"`, but `y2` will be automatically
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set to level from `param2`.
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Meshes
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------
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@ -4400,9 +4410,11 @@ Definition tables
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liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
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liquid_renewable = true, --[[
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^ If true, a new liquid source can be created by placing two or more sources nearby ]]
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leveled = 0, --[[
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^ Block contains level in param2. Value is default level, used for snow.
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^ Don't forget to use "leveled" type nodebox. ]]
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leveled = 16, --[[
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^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
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^ Allows defining the nodebox height without using param2.
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^ The nodebox height is 'leveled' / 64 nodes.
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^ The maximum value of 'leveled' is 127. ]]
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liquid_range = 8, -- number of flowing nodes around source (max. 8)
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drowning = 0, -- Player will take this amount of damage if no bubbles are left
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light_source = 0, --[[
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@ -250,9 +250,8 @@ void transformNodeBox(const MapNode &n, const NodeBox &nodebox,
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u8 axisdir = facedir>>2;
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facedir&=0x03;
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for (aabb3f box : fixed) {
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if (nodebox.type == NODEBOX_LEVELED) {
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box.MaxEdge.Y = -BS/2 + BS*((float)1/LEVELED_MAX) * n.getLevel(nodemgr);
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}
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if (nodebox.type == NODEBOX_LEVELED)
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box.MaxEdge.Y = (-0.5f + n.getLevel(nodemgr) / 64.0f) * BS;
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switch (axisdir) {
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case 0:
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@ -102,8 +102,8 @@ enum Rotation {
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#define LIQUID_INFINITY_MASK 0x80 //0b10000000
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// mask for param2, now as for liquid
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#define LEVELED_MASK 0x3F
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// mask for leveled nodebox param2
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#define LEVELED_MASK 0x7F
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#define LEVELED_MAX LEVELED_MASK
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