Allow mesh and nodeboxes to wave like plants or leaves. (#3497)

We introduce a new value for "waving" - 2:

0 - waving disabled
1 - wave like a plant
2 - wave like a leave

Plantlike nodes will only allow waving = 1, but for leaves we will
permit both 1 and 2 since current minetest_game sets it to 1 for
all leaves. This makes it somewhat backwards compatible.

For mesh and nodebox, values 1 and 2 are both valid, and the node
can wave in both fashions as desired.

I've tested this with the crops:corn plants, which are mesh nodes,
and the results are really good. The code change is trivial as
well, so I've opted to document the waving parameter in lua_api.txt
because it was missing from there.

Nodeboxes likely will not wave properly unless waving = 2. However
it's possible that waving=1 may be desired by some mod developers
for geometries I have not tried, so the code will not prohibit
either value for mesh and nodebox drawtypes.

Add lua_api.txt documentation for this feature and document both
the existing functionality and the expansion to mesh and nodebox
drawtypes.
This commit is contained in:
Auke Kok 2017-04-28 11:11:43 -07:00 committed by SmallJoker
parent c761717f11
commit e21a1ab3bd
2 changed files with 13 additions and 3 deletions

@ -3973,6 +3973,12 @@ Definition tables
^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
legacy_facedir_simple = false, -- Support maps made in and before January 2012
legacy_wallmounted = false, -- Support maps made in and before January 2012
waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
^ 1 - wave node like plants (top of node moves, bottom is fixed)
^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
^ caveats: not all models will properly wave
^ plantlike drawtype nodes can only wave like plants
^ allfaces_optional drawtype nodes can only wave like leaves --]]
sounds = {
footstep = <SimpleSoundSpec>,
dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)

@ -733,25 +733,29 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
for (u32 i = 0; i < 6; i++)
tdef[i].name += std::string("^[noalpha");
}
if (waving == 1)
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
solidness = 0;
if (waving == 1)
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
solidness = 0;
break;
case NDT_MESH:
case NDT_NODEBOX:
solidness = 0;
if (waving == 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
else if (waving == 2)
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
case NDT_RAILLIKE:
case NDT_NODEBOX:
solidness = 0;
break;
}