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-rw-r--r--src/mapnode.cpp50
1 files changed, 50 insertions, 0 deletions
diff --git a/src/mapnode.cpp b/src/mapnode.cpp
index 3717bf0ab..dae21e7cc 100644
--- a/src/mapnode.cpp
+++ b/src/mapnode.cpp
@@ -230,4 +230,54 @@ u8 MapNode::getMineral()
return MINERAL_NONE;
}
+/*
+ Gets lighting value at face of node
+
+ Parameters must consist of air and !air.
+ Order doesn't matter.
+
+ If either of the nodes doesn't exist, light is 0.
+
+ parameters:
+ daynight_ratio: 0...1000
+ n: getNodeParent(p)
+ n2: getNodeParent(p + face_dir)
+ face_dir: axis oriented unit vector from p to p2
+
+ returns encoded light value.
+*/
+u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+ v3s16 face_dir)
+{
+ try{
+ u8 light;
+ u8 l1 = n.getLightBlend(daynight_ratio);
+ u8 l2 = n2.getLightBlend(daynight_ratio);
+ if(l1 > l2)
+ light = l1;
+ else
+ light = l2;
+
+ // Make some nice difference to different sides
+
+ // This makes light come from a corner
+ /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
+ light = diminish_light(diminish_light(light));
+ else if(face_dir.X == -1 || face_dir.Z == -1)
+ light = diminish_light(light);*/
+
+ // All neighboring faces have different shade (like in minecraft)
+ if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
+ light = diminish_light(diminish_light(light));
+ else if(face_dir.Z == 1 || face_dir.Z == -1)
+ light = diminish_light(light);
+
+ return light;
+ }
+ catch(InvalidPositionException &e)
+ {
+ return 0;
+ }
+}
+