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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.
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@ -3973,6 +3973,12 @@ Definition tables
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^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used. ]]
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legacy_facedir_simple = false, -- Support maps made in and before January 2012
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legacy_wallmounted = false, -- Support maps made in and before January 2012
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waving = 0, --[[ valid for mesh, nodebox, plantlike, allfaces_optional nodes
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^ 1 - wave node like plants (top of node moves, bottom is fixed)
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^ 2 - wave node like leaves (whole node moves side-to-side synchronously)
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^ caveats: not all models will properly wave
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^ plantlike drawtype nodes can only wave like plants
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^ allfaces_optional drawtype nodes can only wave like leaves --]]
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sounds = {
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footstep = <SimpleSoundSpec>,
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dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
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@ -733,25 +733,29 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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for (u32 i = 0; i < 6; i++)
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tdef[i].name += std::string("^[noalpha");
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}
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if (waving == 1)
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if (waving >= 1)
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material_type = TILE_MATERIAL_WAVING_LEAVES;
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break;
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case NDT_PLANTLIKE:
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solidness = 0;
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if (waving == 1)
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if (waving >= 1)
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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break;
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case NDT_FIRELIKE:
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solidness = 0;
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break;
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case NDT_MESH:
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case NDT_NODEBOX:
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solidness = 0;
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if (waving == 1)
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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else if (waving == 2)
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material_type = TILE_MATERIAL_WAVING_LEAVES;
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break;
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case NDT_TORCHLIKE:
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case NDT_SIGNLIKE:
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case NDT_FENCELIKE:
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case NDT_RAILLIKE:
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case NDT_NODEBOX:
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solidness = 0;
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break;
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}
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