Add single and double chests with orientation to the textures.
Add some comments about textures using pseudo data.
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@@ -207,9 +207,73 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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if ((above_level_data & 0x08)) { /* draw top right going up redstonewire */
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final_data = final_data | 0x10;
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}
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return final_data;
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return final_data;
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} else if (state-> block == 54) { /* chests */
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/* the top 2 bits are used to store the type of chest
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* (single or double), the 2 bottom bits are used for
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* orientation, look textures.py for more information. */
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/* if placed alone chests always face west, return 0 to make a
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* chest facing west */
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unsigned char chest_data = 0, air_data = 0, final_data = 0;
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/* search for chests */
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chest_data = check_adjacent_blocks(state, x, y, z, 54);
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/* search for air */
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air_data = check_adjacent_blocks(state, x, y, z, 0);
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if (chest_data == 1) { /* another chest in the east */
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final_data = final_data | 0x8; /* only can face to north or south */
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 2) { /* in the north */
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final_data = final_data | 0x4; /* only can face to east or west */
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if ( !((air_data & 0x4) == 4) ) { /* 0 = west */
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 4) { /*in the west */
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final_data = final_data | 0x4;
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 8) { /*in the south */
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final_data = final_data | 0x8;
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if ( !((air_data & 0x4) == 4) ) {
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 0) {
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/* Single chest, determine the orientation */
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if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */
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final_data = final_data | 0x1; /* facing north */
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} else if ( ((air_data & 0x2) == 0) && ((air_data & 0x8) == 8)) {
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final_data = final_data | 0x3;
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} else if ( ((air_data & 0x4) == 0) && ((air_data & 0x1) == 1)) {
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final_data = final_data | 0x2;
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} /* else, facing west, value = 0 */
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} else {
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/* more than one adjacent chests! render as normal chest */
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return 0;
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}
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return final_data;
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}
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return 0;
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}
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@@ -329,7 +393,7 @@ chunk_render(PyObject *self, PyObject *args) {
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PyObject *tmp;
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unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z);
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if ((state.block == 85) || (state.block == 9) || (state.block == 55)) {
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if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) ) {
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ancilData = generate_pseudo_data(&state, ancilData);
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}
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