Improve raillike drawtype
authorJeija <norrepli@gmail.com>
Sat, 3 Mar 2012 18:16:48 +0000 (19:16 +0100)
committerPerttu Ahola <celeron55@gmail.com>
Sat, 10 Mar 2012 09:16:45 +0000 (11:16 +0200)
src/content_mapblock.cpp

index dc1e1daed1e5045d74eed5ccb8877337f8e74161..402c4e8b4ecfd9e3b5cd54d8ae9456b4b9695a3f 100644 (file)
@@ -883,22 +883,69 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        bool is_rail_x [] = { false, false };  /* x-1, x+1 */
                        bool is_rail_z [] = { false, false };  /* z-1, z+1 */
 
+                       bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
+                       bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
+                       bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
+                       bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+1 */
+
                        MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
                        MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
                        MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
                        MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
+                       MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
+                       MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
+                       MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
+                       MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
+                       MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
+                       MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
+                       MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
+                       MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
                        
                        content_t thiscontent = n.getContent();
                        if(n_minus_x.getContent() == thiscontent)
                                is_rail_x[0] = true;
+                       if (n_minus_x_minus_y.getContent() == thiscontent)
+                               is_rail_x_minus_y[0] = true;
+                       if(n_minus_x_plus_y.getContent() == thiscontent)
+                               is_rail_x_plus_y[0] = true;
+
                        if(n_plus_x.getContent() == thiscontent)
                                is_rail_x[1] = true;
+                       if (n_plus_x_minus_y.getContent() == thiscontent)
+                               is_rail_x_minus_y[1] = true;
+                       if(n_plus_x_plus_y.getContent() == thiscontent)
+                               is_rail_x_plus_y[1] = true;
+
                        if(n_minus_z.getContent() == thiscontent)
                                is_rail_z[0] = true;
+                       if (n_minus_z_minus_y.getContent() == thiscontent)
+                               is_rail_z_minus_y[0] = true;
+                       if(n_minus_z_plus_y.getContent() == thiscontent)
+                               is_rail_z_plus_y[0] = true;
+
                        if(n_plus_z.getContent() == thiscontent)
                                is_rail_z[1] = true;
+                       if (n_plus_z_minus_y.getContent() == thiscontent)
+                               is_rail_z_minus_y[1] = true;
+                       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_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
+                       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];
 
-                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
+                       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
+                       {
+                               adjacencies = 5; //5 means sloped
+                               is_straight = true;
+                       }
 
                        // Assign textures
                        AtlasPointer ap = f.tiles[0].texture; // straight
@@ -906,7 +953,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                ap = f.tiles[0].texture; // straight
                        else if(adjacencies == 2)
                        {
-                               if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
+                               if(is_straight)
                                        ap = f.tiles[0].texture; // straight
                                else
                                        ap = f.tiles[1].texture; // curved
@@ -928,49 +975,71 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
                        video::SColor c = MapBlock_LightColor(255, l);
 
-                       float d = (float)BS/16;
+                       float d = (float)BS/64;
+                       
+                       char g=-1;
+                       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])
+                               g=1; //Object is at a slope
+
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                               video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                               video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
+                                       video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                                       ap.x0(), ap.y1()),
+                                       video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                                       ap.x1(), ap.y1()),
+                                       video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
+                                                       ap.x1(), ap.y0()),
+                                       video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
+                                                       ap.x0(), ap.y0()),
                        };
 
+
                        // Rotate textures
                        int angle = 0;
 
                        if(adjacencies == 1)
                        {
-                               if(is_rail_x[0] || is_rail_x[1])
+                               if(is_rail_x_all[0] or is_rail_x_all[1])
                                        angle = 90;
                        }
-                       else if(adjacencies == 2)
+                       if(adjacencies == 2)
                        {
-                               if(is_rail_x[0] && is_rail_x[1])
+                               if(is_rail_x_all[0] && is_rail_x_all[1])
+                               {
                                        angle = 90;
-                               else if(is_rail_x[0] && is_rail_z[0])
+                               }
+                               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[0] && is_rail_z[1])
+                               else if(is_rail_x_all[0] && is_rail_z_all[1])
                                        angle = 180;
-                               else if(is_rail_x[1] && is_rail_z[1])
+                               else if(is_rail_x_all[1] && is_rail_z_all[1])
                                        angle = 90;
                        }
-                       else if(adjacencies == 3)
+                       if(adjacencies == 3)
                        {
-                               if(!is_rail_x[0])
+                               if(!is_rail_x_all[0])
                                        angle=0;
-                               if(!is_rail_x[1])
+                               if(!is_rail_x_all[1])
                                        angle=180;
-                               if(!is_rail_z[0])
+                               if(!is_rail_z_all[0])
                                        angle=90;
-                               if(!is_rail_z[1])
+                               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++)