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authorAuke Kok <sofar@foo-projects.org>2017-11-08 22:40:59 -0800
committerparamat <mat.gregory@virginmedia.com>2017-11-14 00:37:31 +0000
commit41bc0efe717b0543fe5988018a43ca2fffc52c9d (patch)
tree52f023848343793a1979e542ec16701bf99bad39 /src/gui/intlGUIEditBox.cpp
parent5b7687c08c02dc79a9307cd6917ee2c9981117d4 (diff)
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Sounds: Add falling node sounds
Falling nodes should make a sound. This can only be done here, so for simplicity we just call the sound_play() here with the node place sound. We ignore any gain value in the sound spec since a falling node should be loud, so the 1.0 default gain makes sense here.
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span class="hl com">but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "face_position_cache.h" #include "threading/mutex_auto_lock.h" std::unordered_map<u16, std::vector<v3s16>> FacePositionCache::cache; std::mutex FacePositionCache::cache_mutex; // Calculate the borders of a "d-radius" cube const std::vector<v3s16> &FacePositionCache::getFacePositions(u16 d) { MutexAutoLock lock(cache_mutex); std::unordered_map<u16, std::vector<v3s16>>::const_iterator it = cache.find(d); if (it != cache.end()) return it->second; return generateFacePosition(d); } const std::vector<v3s16> &FacePositionCache::generateFacePosition(u16 d) { cache[d] = std::vector<v3s16>(); std::vector<v3s16> &c = cache[d]; if (d == 0) { c.emplace_back(0,0,0); return c; } if (d == 1) { // This is an optimized sequence of coordinates. c.emplace_back(0, 1, 0); // Top c.emplace_back(0, 0, 1); // Back c.emplace_back(-1, 0, 0); // Left c.emplace_back(1, 0, 0); // Right c.emplace_back(0, 0,-1); // Front c.emplace_back(0,-1, 0); // Bottom // 6 c.emplace_back(-1, 0, 1); // Back left c.emplace_back(1, 0, 1); // Back right c.emplace_back(-1, 0,-1); // Front left c.emplace_back(1, 0,-1); // Front right c.emplace_back(-1,-1, 0); // Bottom left c.emplace_back(1,-1, 0); // Bottom right c.emplace_back(0,-1, 1); // Bottom back c.emplace_back(0,-1,-1); // Bottom front c.emplace_back(-1, 1, 0); // Top left c.emplace_back(1, 1, 0); // Top right c.emplace_back(0, 1, 1); // Top back c.emplace_back(0, 1,-1); // Top front // 18 c.emplace_back(-1, 1, 1); // Top back-left c.emplace_back(1, 1, 1); // Top back-right c.emplace_back(-1, 1,-1); // Top front-left c.emplace_back(1, 1,-1); // Top front-right c.emplace_back(-1,-1, 1); // Bottom back-left c.emplace_back(1,-1, 1); // Bottom back-right c.emplace_back(-1,-1,-1); // Bottom front-left c.emplace_back(1,-1,-1); // Bottom front-right // 26 return c; } // Take blocks in all sides, starting from y=0 and going +-y for (s16 y = 0; y <= d - 1; y++) { // Left and right side, including borders for (s16 z =- d; z <= d; z++) { c.emplace_back(d, y, z); c.emplace_back(-d, y, z); if (y != 0) { c.emplace_back(d, -y, z); c.emplace_back(-d, -y, z); } } // Back and front side, excluding borders for (s16 x = -d + 1; x <= d - 1; x++) { c.emplace_back(x, y, d); c.emplace_back(x, y, -d);