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Resolve some quirks with (wield) item meshes for nodes (#15654)
This commit is contained in:
parent
464cc92521
commit
636a734d78
8 changed files with 78 additions and 178 deletions
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@ -1781,11 +1781,3 @@ void MapblockMeshGenerator::generate()
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drawNode();
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}
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}
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void MapblockMeshGenerator::renderSingle(content_t node, u8 param2)
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{
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cur_node.p = {0, 0, 0};
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cur_node.n = MapNode(node, 0xff, param2);
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cur_node.f = &nodedef->get(cur_node.n);
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drawNode();
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}
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@ -47,7 +47,6 @@ class MapblockMeshGenerator
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public:
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MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output);
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void generate();
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void renderSingle(content_t node, u8 param2 = 0x00);
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private:
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MeshMakeData *const data;
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@ -31,7 +31,9 @@ MeshMakeData::MeshMakeData(const NodeDefManager *ndef,
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m_side_length(side_length),
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m_mesh_grid(mesh_grid),
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m_nodedef(ndef)
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{}
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{
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assert(m_side_length > 0);
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}
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void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
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{
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@ -55,6 +57,24 @@ void MeshMakeData::fillBlockData(const v3s16 &bp, MapNode *data)
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m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
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}
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void MeshMakeData::fillSingleNode(MapNode data, MapNode padding)
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{
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m_blockpos = {0, 0, 0};
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m_vmanip.clear();
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// area around 0,0,0 so that this positon has neighbors
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const s16 sz = 3;
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m_vmanip.addArea({v3s16(-sz), v3s16(sz)});
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u32 count = m_vmanip.m_area.getVolume();
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for (u32 i = 0; i < count; i++) {
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m_vmanip.m_data[i] = padding;
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m_vmanip.m_flags[i] &= ~VOXELFLAG_NO_DATA;
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}
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m_vmanip.setNodeNoEmerge({0, 0, 0}, data);
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}
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void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
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{
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if (crack_level >= 0)
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@ -628,6 +648,7 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
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MeshCollector collector(m_bounding_sphere_center, offset);
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{
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// Generate everything
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MapblockMeshGenerator(data, &collector).generate();
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}
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@ -940,21 +961,22 @@ video::SColor encode_light(u16 light, u8 emissive_light)
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u8 get_solid_sides(MeshMakeData *data)
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{
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std::unordered_map<v3s16, u8> results;
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v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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const NodeDefManager *ndef = data->m_nodedef;
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u8 result = 0x3F; // all sides solid;
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const u16 side = data->m_side_length;
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assert(data->m_vmanip.m_area.contains(blockpos_nodes + v3s16(side - 1)));
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for (s16 i = 0; i < data->m_side_length && result != 0; i++)
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for (s16 j = 0; j < data->m_side_length && result != 0; j++) {
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u8 result = 0x3F; // all sides solid
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for (s16 i = 0; i < side && result != 0; i++)
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for (s16 j = 0; j < side && result != 0; j++) {
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v3s16 positions[6] = {
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v3s16(0, i, j),
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v3s16(data->m_side_length - 1, i, j),
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v3s16(side - 1, i, j),
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v3s16(i, 0, j),
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v3s16(i, data->m_side_length - 1, j),
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v3s16(i, side - 1, j),
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v3s16(i, j, 0),
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v3s16(i, j, data->m_side_length - 1)
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v3s16(i, j, side - 1)
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};
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for (u8 k = 0; k < 6; k++) {
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@ -62,6 +62,11 @@ struct MeshMakeData
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void fillBlockDataBegin(const v3s16 &blockpos);
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void fillBlockData(const v3s16 &bp, MapNode *data);
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/*
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Prepare block data for rendering a single node located at (0,0,0).
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*/
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void fillSingleNode(MapNode data, MapNode padding = MapNode(CONTENT_AIR));
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/*
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Set the (node) position of a crack
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*/
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@ -21,24 +21,12 @@
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#include <IMeshManipulator.h>
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#include "client/renderingengine.h"
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#define WIELD_SCALE_FACTOR 30.0
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#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
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#define WIELD_SCALE_FACTOR 30.0f
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#define WIELD_SCALE_FACTOR_EXTRUDED 40.0f
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#define MIN_EXTRUSION_MESH_RESOLUTION 16
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#define MAX_EXTRUSION_MESH_RESOLUTION 512
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/*!
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* Applies overlays, textures and optionally materials to the given mesh and
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* extracts tile colors for colorization.
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* \param mattype overrides the buffer's material type, but can also
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* be NULL to leave the original material.
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* \param colors returns the colors of the mesh buffers in the mesh.
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*/
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static void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
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bool set_material, const video::E_MATERIAL_TYPE *mattype,
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std::vector<ItemPartColor> *colors, bool apply_scale = false);
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static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
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{
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const f32 r = 0.5;
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@ -237,19 +225,6 @@ WieldMeshSceneNode::~WieldMeshSceneNode()
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g_extrusion_mesh_cache = nullptr;
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}
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void WieldMeshSceneNode::setCube(const ContentFeatures &f,
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v3f wield_scale)
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{
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scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
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scene::SMesh *copy = cloneMesh(cubemesh);
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cubemesh->drop();
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postProcessNodeMesh(copy, f, false, &m_material_type, &m_colors, true);
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copy->recalculateBoundingBox();
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changeToMesh(copy);
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copy->drop();
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m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
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}
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void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
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u8 num_frames)
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@ -264,6 +239,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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core::dimension2d<u32> dim = texture->getSize();
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// Detect animation texture and pull off top frame instead of using entire thing
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// FIXME: this is quite unportable, we should be working with the original TileLayer if there's one
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if (num_frames > 1) {
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u32 frame_height = dim.Height / num_frames;
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dim = core::dimension2d<u32>(dim.Width, frame_height);
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@ -275,6 +251,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
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tsrc->getTexture(imagename));
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if (overlay_texture) {
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// duplicate the extruded mesh for the overlay
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scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
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copy->getMaterial().setTexture(0, overlay_texture);
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mesh->addMeshBuffer(copy);
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@ -306,16 +283,10 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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}
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}
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static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
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static scene::SMesh *createGenericNodeMesh(Client *client, MapNode n,
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std::vector<ItemPartColor> *colors, const ContentFeatures &f)
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{
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MeshMakeData mesh_make_data(client->ndef(), 1, client->getMeshGrid());
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MeshCollector collector(v3f(0.0f * BS), v3f());
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mesh_make_data.m_generate_minimap = false;
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mesh_make_data.m_smooth_lighting = false;
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mesh_make_data.m_enable_water_reflections = false;
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MapblockMeshGenerator gen(&mesh_make_data, &collector);
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n.setParam1(0xff);
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if (n.getParam2()) {
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// keep it
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} else if (f.param_type_2 == CPT2_WALLMOUNTED ||
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@ -329,7 +300,13 @@ static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
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} else if (f.drawtype == NDT_SIGNLIKE || f.drawtype == NDT_TORCHLIKE) {
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n.setParam2(1);
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}
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gen.renderSingle(n.getContent(), n.getParam2());
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MeshCollector collector(v3f(0), v3f());
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{
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MeshMakeData mmd(client->ndef(), 1, MeshGrid{1});
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mmd.fillSingleNode(n);
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MapblockMeshGenerator(&mmd, &collector).generate();
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}
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colors->clear();
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scene::SMesh *mesh = new scene::SMesh();
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@ -399,15 +376,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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}
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// Handle nodes
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// See also CItemDefManager::createClientCached()
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if (def.type == ITEM_NODE) {
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bool cull_backface = f.needsBackfaceCulling();
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// Select rendering method
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switch (f.drawtype) {
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case NDT_AIRLIKE:
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setExtruded("no_texture_airlike.png", "",
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v3f(1.0, 1.0, 1.0), tsrc, 1);
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v3f(1), tsrc, 1);
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break;
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case NDT_SIGNLIKE:
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case NDT_TORCHLIKE:
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@ -417,38 +391,33 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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v3f wscale = wield_scale;
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if (f.drawtype == NDT_FLOWINGLIQUID)
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wscale.Z *= 0.1f;
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setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
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tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
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wscale, tsrc,
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f.tiles[0].layers[0].animation_frame_count);
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// Add color
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const TileLayer &l0 = f.tiles[0].layers[0];
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m_colors.emplace_back(l0.has_color, l0.color);
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const TileLayer &l1 = f.tiles[0].layers[1];
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setExtruded(tsrc->getTextureName(l0.texture_id),
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tsrc->getTextureName(l1.texture_id),
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wscale, tsrc,
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l0.animation_frame_count);
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// Add color
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m_colors.emplace_back(l0.has_color, l0.color);
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m_colors.emplace_back(l1.has_color, l1.color);
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break;
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}
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case NDT_PLANTLIKE_ROOTED: {
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setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
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"", wield_scale, tsrc,
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f.special_tiles[0].layers[0].animation_frame_count);
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// Add color
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// use the plant tile
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const TileLayer &l0 = f.special_tiles[0].layers[0];
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setExtruded(tsrc->getTextureName(l0.texture_id),
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"", wield_scale, tsrc,
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l0.animation_frame_count);
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m_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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case NDT_NORMAL:
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case NDT_ALLFACES:
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case NDT_LIQUID:
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setCube(f, wield_scale);
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break;
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default: {
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// Render non-trivial drawtypes like the actual node
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// Render all other drawtypes like the actual node
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MapNode n(id);
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if (def.place_param2)
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n.setParam2(*def.place_param2);
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mesh = createSpecialNodeMesh(client, n, &m_colors, f);
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mesh = createGenericNodeMesh(client, n, &m_colors, f);
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changeToMesh(mesh);
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mesh->drop();
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m_meshnode->setScale(
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@ -461,9 +430,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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u32 material_count = m_meshnode->getMaterialCount();
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for (u32 i = 0; i < material_count; ++i) {
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video::SMaterial &material = m_meshnode->getMaterial(i);
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// FIXME: overriding this breaks different alpha modes the mesh may have
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.BackfaceCulling = cull_backface;
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material.forEachTexture([this] (auto &tex) {
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setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
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m_anisotropic_filter);
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@ -574,8 +543,6 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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// Shading is on by default
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result->needs_shading = true;
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bool cull_backface = f.needsBackfaceCulling();
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// If inventory_image is defined, it overrides everything else
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const std::string inventory_image = item.getInventoryImage(idef);
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const std::string inventory_overlay = item.getInventoryOverlay(idef);
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@ -592,51 +559,32 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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result->needs_shading = false;
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} else if (def.type == ITEM_NODE) {
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switch (f.drawtype) {
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case NDT_NORMAL:
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case NDT_ALLFACES:
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case NDT_LIQUID:
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case NDT_FLOWINGLIQUID: {
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scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
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mesh = cloneMesh(cube);
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cube->drop();
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if (f.drawtype == NDT_FLOWINGLIQUID) {
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scaleMesh(mesh, v3f(1.2, 0.03, 1.2));
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translateMesh(mesh, v3f(0, -0.57, 0));
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} else
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scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
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// add overlays
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postProcessNodeMesh(mesh, f, false, nullptr,
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&result->buffer_colors, true);
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if (f.drawtype == NDT_ALLFACES)
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scaleMesh(mesh, v3f(f.visual_scale));
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break;
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}
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case NDT_PLANTLIKE: {
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mesh = getExtrudedMesh(tsrc,
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tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
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tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
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// Add color
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const TileLayer &l0 = f.tiles[0].layers[0];
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result->buffer_colors.emplace_back(l0.has_color, l0.color);
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const TileLayer &l1 = f.tiles[0].layers[1];
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mesh = getExtrudedMesh(tsrc,
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tsrc->getTextureName(l0.texture_id),
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tsrc->getTextureName(l1.texture_id));
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// Add color
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result->buffer_colors.emplace_back(l0.has_color, l0.color);
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result->buffer_colors.emplace_back(l1.has_color, l1.color);
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break;
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}
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case NDT_PLANTLIKE_ROOTED: {
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mesh = getExtrudedMesh(tsrc,
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tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
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// Add color
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// Use the plant tile
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const TileLayer &l0 = f.special_tiles[0].layers[0];
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mesh = getExtrudedMesh(tsrc,
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tsrc->getTextureName(l0.texture_id), "");
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result->buffer_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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default: {
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// Render non-trivial drawtypes like the actual node
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// Render all other drawtypes like the actual node
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MapNode n(id);
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if (def.place_param2)
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n.setParam2(*def.place_param2);
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mesh = createSpecialNodeMesh(client, n, &result->buffer_colors, f);
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mesh = createGenericNodeMesh(client, n, &result->buffer_colors, f);
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scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
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break;
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}
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@ -645,13 +593,13 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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video::SMaterial &material = buf->getMaterial();
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// FIXME: overriding this breaks different alpha modes the mesh may have
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.5f;
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material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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material.BackfaceCulling = cull_backface;
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}
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rotateMeshXZby(mesh, -45);
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@ -672,7 +620,7 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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const std::string &imagename, const std::string &overlay_name)
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{
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// check textures
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video::ITexture *texture = tsrc->getTextureForMesh(imagename);
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video::ITexture *texture = tsrc->getTexture(imagename);
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if (!texture) {
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return NULL;
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}
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@ -707,59 +655,7 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.5f;
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}
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scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
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scaleMesh(mesh, v3f(2));
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return mesh;
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}
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static void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
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bool set_material, const video::E_MATERIAL_TYPE *mattype,
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std::vector<ItemPartColor> *colors, bool apply_scale)
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{
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// FIXME: this function is weirdly inconsistent with what MapBlockMesh does.
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// also set_material is never true
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const u32 mc = mesh->getMeshBufferCount();
|
||||
// Allocate colors for existing buffers
|
||||
colors->resize(mc);
|
||||
|
||||
for (u32 i = 0; i < mc; ++i) {
|
||||
const TileSpec *tile = &(f.tiles[i]);
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
||||
const TileLayer *layer = &tile->layers[layernum];
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
if (layernum != 0) {
|
||||
// FIXME: why do this?
|
||||
scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
|
||||
copy->getMaterial() = buf->getMaterial();
|
||||
mesh->addMeshBuffer(copy);
|
||||
copy->drop();
|
||||
buf = copy;
|
||||
colors->emplace_back(layer->has_color, layer->color);
|
||||
} else {
|
||||
(*colors)[i] = ItemPartColor(layer->has_color, layer->color);
|
||||
}
|
||||
|
||||
video::SMaterial &material = buf->getMaterial();
|
||||
if (set_material)
|
||||
layer->applyMaterialOptions(material);
|
||||
if (mattype) {
|
||||
material.MaterialType = *mattype;
|
||||
}
|
||||
if (layer->animation_frame_count > 1) {
|
||||
const FrameSpec &animation_frame = (*layer->frames)[0];
|
||||
material.setTexture(0, animation_frame.texture);
|
||||
} else {
|
||||
material.setTexture(0, layer->texture);
|
||||
}
|
||||
|
||||
if (apply_scale && tile->world_aligned) {
|
||||
u32 n = buf->getVertexCount();
|
||||
for (u32 k = 0; k != n; ++k)
|
||||
buf->getTCoords(k) /= layer->scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -92,7 +92,6 @@ public:
|
|||
WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1);
|
||||
virtual ~WieldMeshSceneNode();
|
||||
|
||||
void setCube(const ContentFeatures &f, v3f wield_scale);
|
||||
void setExtruded(const std::string &imagename, const std::string &overlay_image,
|
||||
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
|
||||
void setItem(const ItemStack &item, Client *client,
|
||||
|
|
|
@ -474,21 +474,6 @@ struct ContentFeatures
|
|||
}
|
||||
}
|
||||
|
||||
bool needsBackfaceCulling() const
|
||||
{
|
||||
switch (drawtype) {
|
||||
case NDT_TORCHLIKE:
|
||||
case NDT_SIGNLIKE:
|
||||
case NDT_FIRELIKE:
|
||||
case NDT_RAILLIKE:
|
||||
case NDT_PLANTLIKE:
|
||||
case NDT_PLANTLIKE_ROOTED:
|
||||
case NDT_MESH:
|
||||
return false;
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool isLiquid() const{
|
||||
return (liquid_type != LIQUID_NONE);
|
||||
|
|
|
@ -459,7 +459,9 @@ public:
|
|||
{
|
||||
if(!m_area.contains(p))
|
||||
return false;
|
||||
m_data[m_area.index(p)] = n;
|
||||
const s32 index = m_area.index(p);
|
||||
m_data[index] = n;
|
||||
m_flags[index] &= ~VOXELFLAG_NO_DATA;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue