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];
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
}
-
- // Assign textures
- u8 tileindex = 0; // straight
- if(adjacencies < 2)
- tileindex = 0; // straight
- else if(adjacencies == 2)
+ else
{
- if(is_straight)
- tileindex = 0; // straight
- else
- tileindex = 1; // curved
+ // 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];
}
- else if(adjacencies == 3)
+
+ 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(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;
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);
}