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-rw-r--r--src/mapnode.cpp112
1 files changed, 0 insertions, 112 deletions
diff --git a/src/mapnode.cpp b/src/mapnode.cpp
index 6cb9671b5..54be5d1d6 100644
--- a/src/mapnode.cpp
+++ b/src/mapnode.cpp
@@ -353,115 +353,3 @@ void MapNode::deSerialize_pre22(u8 *source, u8 version)
// Translate to our known version
*this = mapnode_translate_to_internal(*this, version);
}
-
-
-#ifndef SERVER
-
-/*
- Nodes make a face if contents differ and solidness differs.
- Return value:
- 0: No face
- 1: Face uses m1's content
- 2: Face uses m2's content
- equivalent: Whether the blocks share the same face (eg. water and glass)
-
- TODO: Add 3: Both faces drawn with backface culling, remove equivalent
-*/
-u8 face_contents(content_t m1, content_t m2, bool *equivalent,
- INodeDefManager *nodemgr)
-{
- *equivalent = false;
-
- if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
- return 0;
-
- bool contents_differ = (m1 != m2);
-
- const ContentFeatures &f1 = nodemgr->get(m1);
- const ContentFeatures &f2 = nodemgr->get(m2);
-
- // Contents don't differ for different forms of same liquid
- if(f1.sameLiquid(f2))
- contents_differ = false;
-
- u8 c1 = f1.solidness;
- u8 c2 = f2.solidness;
-
- bool solidness_differs = (c1 != c2);
- bool makes_face = contents_differ && solidness_differs;
-
- if(makes_face == false)
- return 0;
-
- if(c1 == 0)
- c1 = f1.visual_solidness;
- if(c2 == 0)
- c2 = f2.visual_solidness;
-
- if(c1 == c2){
- *equivalent = true;
- // If same solidness, liquid takes precense
- if(f1.isLiquid())
- return 1;
- if(f2.isLiquid())
- return 2;
- }
-
- if(c1 > c2)
- return 1;
- else
- return 2;
-}
-
-/*
- 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: getNode(p) (uses only the lighting value)
- n2: getNode(p + face_dir) (uses only the lighting value)
- 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, INodeDefManager *nodemgr)
-{
- try{
- u8 light;
- u8 l1 = n.getLightBlend(daynight_ratio, nodemgr);
- u8 l2 = n2.getLightBlend(daynight_ratio, nodemgr);
- 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;
- }
-}
-
-#endif
-