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84 lines
3.1 KiB
84 lines
3.1 KiB
1 year ago
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local math_round, minetest, vector
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= math.round, minetest, vector
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local fix_rotatable_facedir = nc_extended_rotating.registry.fix_rotatable_facedir;
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local is_rotatable = nc_extended_rotating.registry.is_rotatable;
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local rotate_facedir = nc_extended_rotating.rotate.rotate_facedir;
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local rotation_vector_from_lookat = nc_extended_rotating.utility.rotation_vector_from_lookat;
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-- Distance at which we want to rotate by "pushing" on an edge.
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local EDGE_DISTANCE = 2.5 / 16 -- texels (at 16² texture resolution)
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-- Contains a per-player state that holds information, created by a raycast
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-- done in `playerstep`, about the node this player might rotate. This is used
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-- to update the their HUD and to decide what to do when a rightclick occurs.
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local rotating_state = {}
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-- Calculates the state for the specified `player` and player `data`.
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-- This state contains information about how the player would rotate a block.
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local function calculate_rotating_state(player, data)
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local state = {}
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local pointed_thing = data.raycast()
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if (not pointed_thing) or pointed_thing.type ~= "node" then return nil end
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state.pos = pointed_thing.under
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state.node = minetest.get_node(state.pos)
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if not is_rotatable(state.node) then return nil end
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if vector.equals(pointed_thing.above, pointed_thing.under) then return nil end
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state.face = pointed_thing.above - pointed_thing.under
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-- When player is sneaking, must be empty-handed for rotating to work.
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local is_sneaking = player:get_player_control().sneak
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if is_sneaking and (not player:get_wielded_item():is_empty()) then return nil end
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local degrees = 90
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local r = rotation_vector_from_lookat(state.node, pointed_thing, EDGE_DISTANCE)
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state.axis = r
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local num = math_round(r.x * r.x + r.y * r.y + r.z * r.z) -- Squared length.
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if num == 1 then state.mode = "face"
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elseif num == 2 then state.mode = "edge"; state.axis = state.face:cross(r)
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elseif num == 3 then state.mode = "mirror"; degrees = 120
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end
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-- Sneaking causes the direction of the rotation to be inverted.
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if is_sneaking then degrees = -degrees end
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state.invert = is_sneaking
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state.facedir = rotate_facedir(state.node.param2, state.axis, -degrees)
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state.facedir = fix_rotatable_facedir(state.node, state.facedir)
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state.success = state.facedir and state.facedir ~= state.node.param2
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return state
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end
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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rotating_state[name] = nil
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end)
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local state = {}
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function state.update_rotating_state(player, data)
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local rot_state = calculate_rotating_state(player, data)
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rotating_state[player:get_player_name()] = rot_state
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return rot_state
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end
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function state.get_rotating_state(player, pos, node)
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if not minetest.is_player(player) then return nil end
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local rot_state = rotating_state[player:get_player_name()]
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if not rot_state then return nil end
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if not vector.equals(pos, rot_state.pos) then return nil end
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if node.name ~= rot_state.node.name or node.param2 ~= rot_state.node.param2 then return nil end
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return rot_state
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end
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return state
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