Node Drawtypes: Rewrite chapter

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rubenwardy 2019-03-26 02:52:05 +00:00
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@ -9,38 +9,39 @@ redirect_from: /en/chapters/node_drawtypes.html
## Introduction
In this chapter we explain all the different types of node drawtypes there are.
The method by which a node is drawn is called a *drawtype*. There are many
available drawtypes. The behaviour of a drawtype can be controlled
by providing properties in the node type definition. These properties
are fixed for all instances of this node. It is possible to control some properties
per-node using something called `param2`.
First of all, what is a drawtype?
A drawtype defines how the node is to be drawn.
A torch looks different to water, water looks different to stone.
In the previous chapter, the concept of nodes and items was introduced, but a
full definition of a node wasn't given. The Minetest world is a 3D grid of
positions. Each position is called a node, and consists of the node type
(name) and two parameters (param1 and param2). The function
`minetest.register_node` is a bit misleading in that it doesn't actually
register a node - it registers a new *type* of node.
The string you use to determine the drawtype in the node definition is the same as
the title of the sections, except in lower case.
The node params are used to control how a node is individually rendered.
`param1` is used to store the lighting of a node, and the meaning of
`param2` depends on the `paramtype2` property of the node type definition.
* [Normal](#normal)
* [Airlike](#airlike)
* [Liquid](#liquid)
* [FlowingLiquid](#flowingliquid)
* [Glasslike](#glasslike)
* [Glasslike_Framed](#glasslike_framed)
* [Glasslike_Framed_Optional](#glasslike_framed_optional)
* [Allfaces](#allfaces)
* [Allfaces_Optional](#allfaces_optional)
* [Torchlike](#torchlike)
* [Nodebox](#nodebox)
* [Mesh](#mesh)
* [Signlike](#signlike)
* [Plantlike](#plantlike)
* [Firelike](#firelike)
* [Cubic Nodes: Normal and Allfaces](#cubic-nodes-normal-and-allfaces)
* [Glasslike Nodes](#glasslike-nodes)
* [Glasslike_Framed](#glasslike_framed)
* [Airlike Nodes](#airlike-nodes)
* [Lighting and Sunlight Propagation](#lighting-and-sunlight-propagation)
* [Liquid Nodes](#liquid-nodes)
* [Node Boxes](#node-boxes)
* [Wallmounted Node Boxes](#wallmounted-node-boxes)
* [Mesh Nodes](#mesh-nodes)
* [Signlike Nodes](#signlike-nodes)
* [Plantlike Nodes](#plantlike-Nodes)
* [Firelike Nodes](#firelike-nodes)
* [More Drawtypes](#more-drawtypes)
This article is not complete yet. The following drawtypes are missing:
* Fencelike
* Plantlike rooted
* Raillike
## Normal
## Cubic Nodes: Normal and Allfaces
<figure class="right_image">
<img src="{{ page.root }}//static/drawtype_normal.png" alt="Normal Drawtype">
@ -49,43 +50,100 @@ This article is not complete yet. The following drawtypes are missing:
</figcaption>
</figure>
This is, well, the normal drawtypes.
Nodes that use this will be cubes with textures for each side, simple-as.\\
Here is the example from the [Nodes, Items and Crafting](nodes_items_crafting.html#registering-a-basic-node) chapter.
Notice how you don't need to declare the drawtype.
The normal drawtype is typically used to render a cubic node.
If the side of a normal node is against a solid side, then that side won't be rendered,
resulting in a large performance gain.
In contrast, the allfaces drawtype will still render the inner side when up against
a solid node. This is good for nodes with partially transparent sides, such as
leaf nodes. You can use the allfaces_optional drawtype to allow users to opt-out
of the slower drawing, in which case it'll act like a normal node.
```lua
minetest.register_node("mymod:diamond", {
description = "Alien Diamond",
tiles = {
"mymod_diamond_up.png",
"mymod_diamond_down.png",
"mymod_diamond_right.png",
"mymod_diamond_left.png",
"mymod_diamond_back.png",
"mymod_diamond_front.png"
},
is_ground_content = true,
tiles = {"mymod_diamond.png"},
groups = {cracky = 3},
drop = "mymod:diamond_fragments"
})
minetest.register_node("default:leaves", {
description = "Leaves",
drawtype = "allfaces_optional",
tiles = {"default_leaves.png"}
})
```
Note: the normal drawtype is the default drawtype, so you don't need to explicitly
specify it.
## Glasslike Nodes
The difference between glasslike and normal nodes is that placing a glasslike node
next to a normal node won't cause the side of the normal node to be hidden.
This is useful because glasslike nodes tend to be transparent, and so using a normal
drawtype would result in the ability to see through the world.
<figure>
<img src="{{ page.root }}//static/drawtype_glasslike_edges.png" alt="Glasslike's Edges">
<figcaption>
Glasslike's Edges
</figcaption>
</figure>
```lua
minetest.register_node("default:obsidian_glass", {
description = "Obsidian Glass",
drawtype = "glasslike",
tiles = {"default_obsidian_glass.png"},
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
sounds = default.node_sound_glass_defaults(),
groups = {cracky=3,oddly_breakable_by_hand=3},
})
```
### Glasslike_Framed
This makes the node's edge go around the whole thing with a 3D effect, rather
than individual nodes, like the following:
<figure>
<img src="{{ page.root }}//static/drawtype_glasslike_framed.png" alt="Glasslike_framed's Edges">
<figcaption>
Glasslike_Framed's Edges
</figcaption>
</figure>
You can use the glasslike_framed_optional drawtype to allow the user to *opt-in*
to the framed appearance.
```lua
minetest.register_node("default:glass", {
description = "Glass",
drawtype = "glasslike_framed",
tiles = {"default_glass.png", "default_glass_detail.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true, -- Sunlight can shine through block
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults()
})
```
## Airlike
## Airlike Nodes
These nodes are see through and thus have no textures.
These nodes are not rendered, and thus have no textures.
```lua
minetest.register_node("myair:air", {
description = "MyAir (you hacker you!)",
drawtype = "airlike",
paramtype = "light",
-- ^ Allows light to propagate through the node with the
-- light value falling by 1 per node.
sunlight_propagates = true,
sunlight_propagates = true, -- Sunlight shines through
walkable = false, -- Would make the player collide with the air node
pointable = false, -- You can't select the node
diggable = false, -- You can't dig the node
@ -99,7 +157,27 @@ minetest.register_node("myair:air", {
})
```
## Liquid
## Lighting and Sunlight Propagation
The lighting of a node is stored in param1. In order to work out how to shade
a node's side, the light value of the neighbouring node is used.
Because of this, solid nodes don't have light values because they block light.
By default, a node type won't allow light to be stored in any node instances.
It's usually desirable for some nodes such as glass and air to be able to
let light through. To do this, there are two properties which need to be defined:
```lua
paramtype = "light",
sunlight_propagates = true,
```
The first line means that param1 does, in fact, store the light level.
The second line means that sunlight should go through this node without decreasing in value.
## Liquid Nodes
<figure class="right_image">
<img src="{{ page.root }}//static/drawtype_liquid.png" alt="Liquid Drawtype">
@ -108,9 +186,8 @@ minetest.register_node("myair:air", {
</figcaption>
</figure>
These nodes are complete liquid nodes, the liquid flows outwards from position
using the flowing liquid drawtype.
For each liquid node you should also have a flowing liquid node.
Each type of liquid requires two node definitions - one for the liquid source, and
another for flowing liquid.
```lua
-- Some properties have been removed as they are beyond
@ -177,138 +254,11 @@ minetest.register_node("default:water_source", {
})
```
### FlowingLiquid
Flowing nodes have a similar definition, but with a different name and animation.
See default:water_flowing in the default mod in minetest_game for a full example.
See default:water_flowing in the default mod in minetest_game, it is mostly
the same as the above example.
## Glasslike
<figure class="right_image">
<img src="{{ page.root }}//static/drawtype_glasslike.png" alt="Glasslike Drawtype">
<figcaption>
Glasslike Drawtype
</figcaption>
</figure>
When you place multiple glasslike nodes together, you'll notice that the internal
edges are hidden, like this:
<figure>
<img src="{{ page.root }}//static/drawtype_glasslike_edges.png" alt="Glasslike's Edges">
<figcaption>
Glasslike's Edges
</figcaption>
</figure>
```lua
minetest.register_node("default:obsidian_glass", {
description = "Obsidian Glass",
drawtype = "glasslike",
tiles = {"default_obsidian_glass.png"},
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
sounds = default.node_sound_glass_defaults(),
groups = {cracky=3,oddly_breakable_by_hand=3},
})
```
## Glasslike_Framed
This makes the node's edge go around the whole thing with a 3D effect, rather
than individual nodes, like the following:
<figure>
<img src="{{ page.root }}//static/drawtype_glasslike_framed.png" alt="Glasslike_framed's Edges">
<figcaption>
Glasslike_Framed's Edges
</figcaption>
</figure>
```lua
minetest.register_node("default:glass", {
description = "Glass",
drawtype = "glasslike_framed",
tiles = {"default_glass.png", "default_glass_detail.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true, -- Sunlight can shine through block
is_ground_content = false, -- Stops caves from being generated over this node.
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults()
})
```
### Glasslike_Framed_Optional
"optional" drawtypes need less rendering time if deactivated on the client's side.
## Allfaces
<figure class="right_image">
<img src="{{ page.root }}//static/drawtype_allfaces.png" alt="Allfaces drawtype">
<figcaption>
Allfaces drawtype
</figcaption>
</figure>
Allfaces are nodes which show all of their faces, even if they're against
another node. This is mainly used by leaves as you don't want a gaping space when
looking through the transparent holes, but instead a nice leaves effect.
```lua
minetest.register_node("default:leaves", {
description = "Leaves",
drawtype = "allfaces_optional",
tiles = {"default_leaves.png"}
})
```
### Allfaces_Optional
Allows clients to disable it using `new_style_leaves = 0`, requiring less rendering time.
TorchLike
---------
TorchLike nodes are 2D nodes which allow you to have different textures
depending on whether they are placed against a wall, on the floor, or on the ceiling.
TorchLike nodes are not restricted to torches, you could use them for switches or other
items which need to have different textures depending on where they are placed.
```lua
minetest.register_node("foobar:torch", {
description = "Foobar Torch",
drawtype = "torchlike",
tiles = {
{"foobar_torch_floor.png"},
{"foobar_torch_ceiling.png"},
{"foobar_torch_wall.png"}
},
inventory_image = "foobar_torch_floor.png",
wield_image = "default_torch_floor.png",
light_source = LIGHT_MAX-1,
-- Determines how the torch is selected, ie: the wire box around it.
-- each value is { x1, y1, z1, x2, y2, z2 }
-- (x1, y1, y1) is the bottom front left corner
-- (x2, y2, y2) is the opposite - top back right.
-- Similar to the nodebox format.
selection_box = {
type = "wallmounted",
wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1},
wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
wall_side = {-0.5, -0.3, -0.1, -0.5+0.3, 0.3, 0.1},
}
})
```
## Nodebox
## Node Boxes
<figure class="right_image">
<img src="{{ page.root }}//static/drawtype_nodebox.gif" alt="Nodebox drawtype">
@ -317,7 +267,7 @@ minetest.register_node("foobar:torch", {
</figcaption>
</figure>
Nodeboxes allow you to create a node which is not cubic, but is instead made out
Node boxes allow you to create a node which is not cubic, but is instead made out
of as many cuboids as you like.
```lua
@ -346,13 +296,11 @@ The first three numbers are the co-ordinates, from -0.5 to 0.5 inclusive, of
the bottom front left most corner, the last three numbers are the opposite corner.
They are in the form X, Y, Z, where Y is up.
`paramtype = "light"` allows light to propagate from or through the node
with light value.
You can use the [NodeBoxEditor](https://forum.minetest.net/viewtopic.php?f=14&t=2840) to
create node boxes by dragging the edges, it is more visual than doing it by hand.
### Wallmounted Nodebox
### Wallmounted Node Boxes
Sometimes you want different nodeboxes for when it is placed on the floor, wall, or ceiling like with torches.
@ -380,7 +328,7 @@ minetest.register_node("default:sign_wall", {
})
```
## Mesh
## Mesh Nodes
Whilst node boxes are generally easier to make, they are limited in that
they can only consist of cuboids. Node boxes are also unoptimised;
@ -412,7 +360,8 @@ share a mesh provided by another mod you depend on. For example, a mod that
adds more types of furniture may want to share the model provided by a basic
furniture mod.
## Signlike
## Signlike Nodes
Signlike nodes are flat nodes with can be mounted on the sides of other nodes.
@ -435,7 +384,8 @@ minetest.register_node("default:ladder_wood", {
})
```
## Plantlike
## Plantlike Nodes
<figure class="right_image">
<img src="{{ page.root }}//static/drawtype_plantlike.png" alt="Plantlike Drawtype">
@ -460,7 +410,7 @@ minetest.register_node("default:papyrus", {
})
```
## Firelike
## Firelike Nodes
Firelike is similar to plantlike, except that it is designed to "cling" to walls
and ceilings.
@ -480,3 +430,17 @@ minetest.register_node("mymod:clingere", {
tiles = { "mymod:clinger" },
})
```
## More Drawtypes
This is not a comprehensive list, there's more types including:
* Fencelike
* Plantlike rooted - for underwater plants
* Raillike - for cart tracks
* Torchlike - for 2D wall/floor/ceiling nodes.
The torches in Minetest Game actually use two different node definitions of
mesh nodes (default:torch and default:torch_wall).
As always, read the [Lua API documentation](../../lua_api.html#node-drawtypes)
for the complete list.