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101 lines
4.0 KiB
101 lines
4.0 KiB
local math_round, minetest, vector |
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= math.round, minetest, vector |
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local is_rightclick_filtered = nc_extended_rotating.registry.is_rightclick_filtered; |
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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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-- { |
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-- pos = position of the node to be rotated |
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-- node = the node being rotated |
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-- face = a vector pointing away from the face looked at |
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-- edge = a vector pointing to the face, edge or corner looked at |
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-- axis = calculated axis to rotate around |
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-- invert = whether the rotation was inverted due to holding sneak |
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-- facedir = the facedir value to set the node to on rotation |
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-- success = whether rotating would be successful |
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-- } |
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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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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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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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local wielded = player:get_wielded_item() |
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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 wielded:is_empty()) then return nil end |
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-- Rightclick action is being filtered and the default `on_righclick` will be called instead. |
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if is_rightclick_filtered(state.pos, state.node, player, wielded, pointed_thing) 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.edge = r |
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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 = "corner"; 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.success = state.facedir and state.facedir ~= state.node.param2 |
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-- TODO: Until we have a way to display "rotation non-success", don't show rotation hint at all. |
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if not state.success then return nil end |
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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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