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97 lines
3.6 KiB
97 lines
3.6 KiB
local nodecore, vector, math_round |
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= nodecore, vector, math.round |
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local TAU = math.pi * 2 -- The real circle constant. |
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local QUARTER_CIRCLE = TAU / 4 |
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local LABEL_ROTATION_HINT = "rotation hint" |
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local LABEL_AXIS_HINT = "axis hint" |
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local TEX_ROTATE_FACE = "nc_extended_rotating_hud_rotate_face.png" |
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local TEX_ROTATE_EDGE = "nc_extended_rotating_hud_rotate_edge.png" |
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local TEX_ROTATION_AXIS = "nc_extended_rotating_hud_rotation_axis.png" |
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local hud = {} |
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function hud.update_player_hud(player, state) |
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local rotation_texture = nil |
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local axis_texture = nil |
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local mode = state and state.mode |
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if mode == "face" then |
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local tex = TEX_ROTATE_FACE |
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if state.invert then tex = tex .. "^[transformFX" end |
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rotation_texture = tex |
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elseif mode == "edge" then |
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local tex = TEX_ROTATE_EDGE |
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if state.invert then tex = tex .. "^[transformFX" end |
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local face = state.face -- Face looked at. |
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local edge = state.edge -- Face, edge or corner looked at. |
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local axis = state.axis -- Actual axis of rotation. |
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local look = player:get_look_dir() -- Player look vector. |
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-- Transform a vertical face to an equivalent horizontal one, |
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-- to make the following comparisons work in either case. |
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if state.face.y ~= 0 then |
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local player_yaw = math_round(player:get_look_horizontal() / QUARTER_CIRCLE) * QUARTER_CIRCLE |
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local playing_facing = vector.new(0, 0, 1):rotate_around_axis(vector.new(0, 1, 0), player_yaw) |
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local rotation_axis = face:cross(playing_facing) |
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face = face:rotate_around_axis(rotation_axis, QUARTER_CIRCLE) |
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edge = edge:rotate_around_axis(rotation_axis, QUARTER_CIRCLE) |
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axis = axis:rotate_around_axis(rotation_axis, QUARTER_CIRCLE) |
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look = look:rotate_around_axis(rotation_axis, QUARTER_CIRCLE) |
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end |
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if edge.y == 0 then -- Looking at left or right edge. |
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if axis.y > 0 |
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then tex = tex .. "^[transformFX" -- left |
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else -- right |
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end |
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-- Flip side the arrow is on depending on look vector. |
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if look.y < 0 then tex = tex .. "^[transformFY" end |
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-- Vertical axis rotation texture. |
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axis_texture = TEX_ROTATION_AXIS |
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else -- Looking at top or bottom edge. |
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if edge.y > 0 |
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then tex = tex .. "^[transformR90" -- top |
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else tex = tex .. "^[transformFXR90" -- bottom |
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end |
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-- Flip side the arrow is on depending on look vector. |
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if face:cross(look).y < 0 then tex = tex .. "^[transformFX" end |
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-- Horizontal axis rotation texture. |
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axis_texture = TEX_ROTATION_AXIS .. "^[transformR270" |
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end |
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rotation_texture = tex |
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elseif mode == "corner" then |
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-- TODO: Handle corners. |
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end |
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local function crosshair_hud_element(label, texture) |
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if texture then return { |
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label = label, |
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hud_elem_type = "image", |
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text = texture .. "^[opacity:" .. 192, |
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position = { x = 0.5, y = 0.5 }, |
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offset = { x = 0, y = 0 }, |
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alignment = { x = 0, y = 0 }, |
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scale = { x = 1, y = 1 }, |
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quick = true, |
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} else return { |
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label = label, |
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ttl = 0, |
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} end |
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end |
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-- Actually update the HUD elements. |
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nodecore.hud_set(player, crosshair_hud_element(LABEL_ROTATION_HINT, rotation_texture)) |
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nodecore.hud_set(player, crosshair_hud_element(LABEL_AXIS_HINT, axis_texture)) |
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end |
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return hud
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