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https://github.com/webbukkit/dynmap.git
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Detect chest type (double, single) and base orientation
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d746102963
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@ -74,6 +74,13 @@ public class IsoHDPerspective implements HDPerspective {
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private boolean need_biomedata = false;
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private boolean need_rawbiomedata = false;
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private static final int CHEST_BLKTYPEID = 54;
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private static final int FENCE_BLKTYPEID = 85;
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private enum ChestData {
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SINGLE_WEST, SINGLE_SOUTH, SINGLE_EAST, SINGLE_NORTH, LEFT_WEST, LEFT_SOUTH, LEFT_EAST, LEFT_NORTH, RIGHT_WEST, RIGHT_SOUTH, RIGHT_EAST, RIGHT_NORTH
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};
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private class OurPerspectiveState implements HDPerspectiveState {
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int blocktypeid = 0;
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int blockdata = 0;
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@ -124,16 +131,26 @@ public class IsoHDPerspective implements HDPerspective {
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}
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else if(HDTextureMap.getTransparency(lastblocktypeid) != BlockTransparency.SEMITRANSPARENT) {
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mapiter.unstepPosition(laststep); /* Back up to block we entered on */
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if(mapiter.getY() < 128) {
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emitlevel = mapiter.getBlockEmittedLight();
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skylevel = mapiter.getBlockSkyLight();
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} else {
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emitlevel = 0;
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skylevel = 15;
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}
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mapiter.stepPosition(laststep);
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}
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else {
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mapiter.unstepPosition(laststep); /* Back up to block we entered on */
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if(mapiter.getY() < 128) {
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mapiter.stepPosition(BlockStep.Y_PLUS); /* Look above */
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emitlevel = mapiter.getBlockEmittedLight();
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skylevel = mapiter.getBlockSkyLight();
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mapiter.stepPosition(BlockStep.Y_MINUS);
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} else {
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emitlevel = 0;
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skylevel = 15;
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}
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mapiter.stepPosition(laststep);
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}
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}
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@ -289,33 +306,45 @@ public class IsoHDPerspective implements HDPerspective {
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}
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return blockdata;
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}
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/* Figure out which orientation possibility applies to chest:
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* bit 1-0: 00=facing west, 01=facing-south, 10=facing-east, 11=facing-north
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* bit 3-2: 00=single, 01=left half, 10=right half
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* truth table:
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* N S E W : facing
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* - - - - : W
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* X - - - : S
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* - X - - : N
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* - - X - : W
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* - - - X : E
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* X - X - : S
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* X - - X : S
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* X - X X : S
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* - X - X : N
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* - X X - : N
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* - X X X : N
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* X X X - : W
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* X X - - : W
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* - - X X : W
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* X - - X : S
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* X X - X : E
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* X X X X : ?
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/**
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* Generate chest block to drive model selection:
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* 0 = single facing west
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* 1 = single facing south
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* 2 = single facing east
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* 3 = single facing north
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* 4 = left side facing west
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* 5 = left side facing south
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* 6 = left side facing east
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* 7 = left side facing north
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* 8 = right side facing west
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* 9 = right side facing south
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* 10 = right side facing east
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* 11 = right side facing north
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* @param mapiter
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* @return
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*/
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private int generateChestBlockData(MapIterator mapiter) {
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int blockdata = 0;
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ChestData cd = ChestData.SINGLE_WEST; /* Default to single facing west */
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/* Check adjacent block IDs */
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int ids[] = { mapiter.getBlockTypeIDAt(BlockStep.Z_PLUS), /* To west */
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mapiter.getBlockTypeIDAt(BlockStep.X_PLUS), /* To south */
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mapiter.getBlockTypeIDAt(BlockStep.Z_MINUS), /* To east */
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mapiter.getBlockTypeIDAt(BlockStep.X_MINUS) }; /* To north */
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/* First, check if we're a double - see if any adjacent chests */
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if(ids[0] == CHEST_BLKTYPEID) { /* Another to west - assume we face south */
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cd = ChestData.RIGHT_SOUTH; /* We're right side */
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}
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else if(ids[1] == CHEST_BLKTYPEID) { /* Another to south - assume west facing */
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cd = ChestData.LEFT_WEST; /* We're left side */
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}
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else if(ids[2] == CHEST_BLKTYPEID) { /* Another to east - assume south facing */
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cd = ChestData.LEFT_SOUTH; /* We're left side */
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}
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else if(ids[3] == CHEST_BLKTYPEID) { /* Another to north - assume west facing */
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cd = ChestData.RIGHT_WEST; /* We're right side */
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}
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return blockdata;
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return cd.ordinal();
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}
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/**
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* Process visit of ray to block
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@ -329,10 +358,10 @@ public class IsoHDPerspective implements HDPerspective {
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}
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else if(nonairhit || (blocktypeid != 0)) {
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blockdata = mapiter.getBlockData();
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if(blocktypeid == 85) { /* Special case for fence - need to fake data so we can render properly */
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if(blocktypeid == FENCE_BLKTYPEID) { /* Special case for fence - need to fake data so we can render properly */
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blockdata = generateFenceBlockData(mapiter);
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}
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else if(blocktypeid == 54) { /* Special case for chest - need to fake data so we can render */
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else if(blocktypeid == CHEST_BLKTYPEID) { /* Special case for chest - need to fake data so we can render */
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blockdata = generateChestBlockData(mapiter);
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}
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@ -189,7 +189,7 @@ public class NewMapChunkCache implements MapChunkCache {
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if(y > this.y)
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laststep = BlockStep.Y_PLUS;
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else
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laststep = BlockStep.Y_PLUS;
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laststep = BlockStep.Y_MINUS;
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this.y = y;
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typeid = -1;
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blkdata = -1;
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26
texture.txt
26
texture.txt
@ -231,8 +231,30 @@ block:id=51,allsides=129,top=162,transparency=TRANSPARENT
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block:id=52,allfaces=65,transparency=TRANSPARENT
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# Wooden stairs
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block:id=53,allsides=4,topbottom=4004,transparency=SEMITRANSPARENT
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# Chest - TODO: get entity data so we can see orientation
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block:id=54,top=25,south=27,north=27,east=26,west=26
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# Chest - single, facing west
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block:id=54,data=0,topbottom=25,south=26,north=26,east=26,west=27
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# Chest - single, facing south
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block:id=54,data=1,topbottom=25,south=27,north=26,east=26,west=26
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# Chest - single, facing east
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block:id=54,data=2,topbottom=25,south=26,north=26,east=27,west=26
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# Chest - single, facing north
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block:id=54,data=3,topbottom=25,south=26,north=27,east=26,west=26
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# Chest - left side of double, facing west
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block:id=54,data=4,topbottom=25,south=26,north=26,east=58,west=41
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# Chest - left side of double, facing south
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block:id=54,data=5,topbottom=25,south=41,north=58,east=26,west=26
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# Chest - left side of double, facing east
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block:id=54,data=6,topbottom=25,south=26,north=26,east=41,west=58
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# Chest - left side of double, facing north
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block:id=54,data=7,topbottom=25,south=58,north=41,east=26,west=26
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# Chest - right side of double, facing west
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block:id=54,data=8,topbottom=25,south=26,north=26,east=57,west=42
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# Chest - right side of double, facing south
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block:id=54,data=9,topbottom=25,south=42,north=57,east=26,west=26
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# Chest - right side of double, facing east
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block:id=54,data=10,topbottom=25,south=26,north=26,east=42,west=57
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# Chest - right side of double, facing north
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block:id=54,data=11,topbottom=25,south=57,north=42,east=26,west=26
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# Redstone wire (model handling shape - use red wool for color)
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block:id=55,allfaces=129,transparency=TRANSPARENT
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# Diamond ore
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