Lua_api.txt: Improve and complete drawtype documentation

Move documentation of mesh and plantlike_rooted drawtypes into main section.
master
paramat 2018-03-12 02:49:16 +00:00 committed by paramat
parent 1d385caa06
commit d57024b7c9
1 changed files with 67 additions and 27 deletions

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@ -971,33 +971,92 @@ There are a bunch of different looking node types.
Look for examples in `games/minimal` or `games/minetest_game`.
* `normal`
* A node-sized cube.
* `airlike`
* Invisible, uses no texture.
* `liquid`
* The cubic source node for a liquid.
* `flowingliquid`
* The flowing version of a liquid, appears with various heights and slopes.
* `glasslike`
* Often used for partially-transparent nodes.
* Only external sides of textures are visible.
* `glasslike_framed`
* All face-connected nodes are drawn as one volume within a surrounding
frame.
* The frame appearence is generated from the edges of the first texture
specified in `tiles`. The width of the edges used are 1/16th of texture
size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
* The glass 'shine' (or other desired detail) on each node face is supplied
by the second texture specified in `tiles`.
* `glasslike_framed_optional`
* This switches between the above 2 drawtypes according to the menu setting
'Connected Glass'.
* `allfaces`
* Often used for partially-transparent nodes.
* External and internal sides of textures are visible.
* `allfaces_optional`
* Often used for leaves nodes.
* This switches between `normal`, `glasslike` and `allfaces` according to
the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
* With 'Simple Leaves' selected, the texture specified in `special_tiles`
is used instead, if present. This allows a visually thicker texture to be
used to compensate for how `glasslike` reduces visual thickness.
* `torchlike`
* A single vertical texture.
* If placed on top of a node, uses the first texture specified in `tiles`.
* If placed against the underside of a node, uses the second texture
specified in `tiles`.
* If placed on the side of a node, uses the third texture specified in
`tiles` and is perpendicular to that node.
* `signlike`
* A single texture parallel to, and mounted against, the top, underside or
side of a node.
* `plantlike`
* Two vertical and diagonal textures at right-angles to each other.
* See `paramtype2 == "meshoptions"` above for other options.
* `firelike`
* When above a flat surface, appears as 6 textures, the central 2 as
`plantlike` plus 4 more surrounding those.
* If not above a surface the central 2 do not appear, but the texture
appears against the faces of surrounding nodes if they are present.
* `fencelike`
* A 3D model suitable for a wooden fence.
* One placed node appears as a single vertical post.
* Adjacently-placed nodes cause horizontal bars to appear between them.
* `raillike`
* `nodebox` -- See below
* `mesh` -- Use models for nodes, see below
* `plantlike_rooted` -- See below
* Often used for tracks for mining carts.
* Requires 4 textures to be specified in `tiles`, in order: Straight,
curved, t-junction, crossing.
* Each placed node automatically switches to a suitable rotated texture
determined by the adjacent `raillike` nodes, in order to create a
continuous track network.
* Becomes a sloping node if placed against stepped nodes.
* `nodebox`
* Often used for stairs and slabs.
* Allows defining nodes consisting of an arbitrary number of boxes.
* See 'Node boxes' below for more information.
* `mesh`
* Uses models for nodes.
* Tiles should hold model materials textures.
* Only static meshes are implemented.
* For supported model formats see Irrlicht engine documentation.
* `plantlike_rooted`
* Enables underwater `plantlike` without air bubbles around the nodes.
* Consists of a base cube at the co-ordinates of the node plus a
`plantlike` extension above with a height of `param2 / 16` nodes.
* The `plantlike` extension visually passes through any nodes above the
base cube without affecting them.
* The base cube texture tiles are defined as normal, the `plantlike`
extension uses the defined special tile, for example:
`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
`*_optional` drawtypes need less rendering time if deactivated
(always client side).
(always client-side).
Node boxes
----------
Node selection boxes are defined using "node boxes"
The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
number of boxes. It allows defining stuff like stairs and slabs.
Node selection boxes are defined using "node boxes".
A nodebox is defined as any of:
@ -1059,25 +1118,6 @@ A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
Meshes
------
If drawtype `mesh` is used, tiles should hold model materials textures.
Only static meshes are implemented.
For supported model formats see Irrlicht engine documentation.
Rooted plantlike drawtype
-------------------------
The `plantlike_rooted` drawtype was developed to enable underwater plants
without air bubbles around the plants.
It consists of a base cube at the co-ordinates of the node (the seabed /
lakebed / riverbed node) plus a 'plantlike' extension above with a height
defined by param2 (maximum height 16 nodes). This extension visually passes
through any nodes above the base cube without affecting them.
The node is dug by digging the base cube.
The base cube texture tiles are defined as normal, the plantlike extension
uses the defined 'special tile', for example:
`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
Noise Parameters
----------------
Noise Parameters, or commonly called "`NoiseParams`", define the properties of