#include "mapblockobject.h"
#include "voxel.h"
#include "nodemetadata.h"
+#include "staticobject.h"
// Named by looking towards z+
virtual MapNode getNode(v3s16 p) = 0;
virtual void setNode(v3s16 p, MapNode & n) = 0;
virtual u16 nodeContainerId() const = 0;
+
+ MapNode getNodeNoEx(v3s16 p)
+ {
+ try{
+ return getNode(p);
+ }
+ catch(InvalidPositionException &e){
+ return MapNode(CONTENT_IGNORE);
+ }
+ }
};
/*
- Plain functions in mapblock.cpp
+ Mesh making stuff
*/
+class MapBlock;
+
+#ifndef SERVER
+
+struct MeshMakeData
+{
+ u32 m_daynight_ratio;
+ NodeModMap m_temp_mods;
+ VoxelManipulator m_vmanip;
+ v3s16 m_blockpos;
+
+ /*
+ Copy central data directly from block, and other data from
+ parent of block.
+ */
+ void fill(u32 daynight_ratio, MapBlock *block);
+};
+
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
+
+#endif
+
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir);
-scene::SMesh* makeMapBlockMesh(
- u32 daynight_ratio,
- NodeModMap &temp_mods,
- VoxelManipulator &vmanip,
- v3s16 blockpos_nodes);
-
/*
MapBlock itself
*/
{
return NODECONTAINER_ID_MAPBLOCK;
}
-
+
NodeContainer * getParent()
{
return m_parent;
#endif
NodeMetadataList m_node_metadata;
+ StaticObjectList m_static_objects;
private:
/*
Private member variables
*/
- // Parent container (practically the Map)
- // Not a MapSector, it is just a structural element.
+ // NOTE: Lots of things rely on this being the Map
NodeContainer *m_parent;
// Position in blocks on parent
v3s16 m_pos;
// Whether day and night lighting differs
bool m_day_night_differs;
+ // TODO: Remove this
MapBlockObjectList m_objects;
// Object spawning stuff
- float m_spawn_timer;
+ //float m_spawn_timer;
#ifndef SERVER // Only on client
/*