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.
This commit is contained in:
paramat 2017-09-18 05:08:56 +01:00 committed by paramat
parent 27144b4716
commit d8f20d029a
3 changed files with 33 additions and 22 deletions

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

@ -250,9 +250,8 @@ void transformNodeBox(const MapNode &n, const NodeBox &nodebox,
u8 axisdir = facedir>>2;
facedir&=0x03;
for (aabb3f box : fixed) {
if (nodebox.type == NODEBOX_LEVELED) {
box.MaxEdge.Y = -BS/2 + BS*((float)1/LEVELED_MAX) * n.getLevel(nodemgr);
}
if (nodebox.type == NODEBOX_LEVELED)
box.MaxEdge.Y = (-0.5f + n.getLevel(nodemgr) / 64.0f) * BS;
switch (axisdir) {
case 0:

@ -102,8 +102,8 @@ enum Rotation {
#define LIQUID_INFINITY_MASK 0x80 //0b10000000
// mask for param2, now as for liquid
#define LEVELED_MASK 0x3F
// mask for leveled nodebox param2
#define LEVELED_MASK 0x7F
#define LEVELED_MAX LEVELED_MASK