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