Rotate optics and doors from NodeCore with ease.
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local math_round, minetest, vector
= math.round, minetest, vector
local is_rightclick_filtered = nc_extended_rotating.registry.is_rightclick_filtered;
local is_rotatable = nc_extended_rotating.registry.is_rotatable;
local rotate_facedir = nc_extended_rotating.rotate.rotate_facedir;
local rotation_vector_from_lookat = nc_extended_rotating.utility.rotation_vector_from_lookat;
-- Distance at which we want to rotate by "pushing" on an edge.
local EDGE_DISTANCE = 2.5 / 16 -- texels (at 16² texture resolution)
-- Contains a per-player state that holds information, created by a raycast
-- done in `playerstep`, about the node this player might rotate. This is used
-- to update the their HUD and to decide what to do when a rightclick occurs.
local rotating_state = {}
-- Calculates the state for the specified `player` and player `data`.
-- This state contains information about how the player would rotate a block.
local function calculate_rotating_state(player, data)
local state = {}
-- {
-- pos = position of the node to be rotated
-- node = the node being rotated
-- face = a vector pointing away from the face looked at
-- edge = a vector pointing to the face, edge or corner looked at
-- axis = calculated axis to rotate around
-- invert = whether the rotation was inverted due to holding sneak
-- facedir = the facedir value to set the node to on rotation
-- success = whether rotating would be successful
-- }
local pointed_thing = data.raycast()
if (not pointed_thing) or pointed_thing.type ~= "node" then return nil end
if vector.equals(pointed_thing.above, pointed_thing.under) then return nil end
state.face = pointed_thing.above - pointed_thing.under
state.pos = pointed_thing.under
state.node = minetest.get_node(state.pos)
if not is_rotatable(state.node) then return nil end
local wielded = player:get_wielded_item()
-- When player is sneaking, must be empty-handed for rotating to work.
local is_sneaking = player:get_player_control().sneak
if is_sneaking and (not wielded:is_empty()) then return nil end
-- Rightclick action is being filtered and the default `on_righclick` will be called instead.
if is_rightclick_filtered(state.pos, state.node, player, wielded, pointed_thing) then return nil end
local degrees = 90
local r = rotation_vector_from_lookat(state.node, pointed_thing, EDGE_DISTANCE)
state.edge = r
state.axis = r
local num = math_round(r.x * r.x + r.y * r.y + r.z * r.z) -- Squared length.
if num == 1 then state.mode = "face"
elseif num == 2 then state.mode = "edge"; state.axis = state.face:cross(r)
elseif num == 3 then state.mode = "corner"; degrees = 120
end
-- Sneaking causes the direction of the rotation to be inverted.
if is_sneaking then degrees = -degrees end
state.invert = is_sneaking
state.facedir = rotate_facedir(state.node.param2, state.axis, -degrees)
state.success = state.facedir and state.facedir ~= state.node.param2
-- TODO: Until we have a way to display "rotation non-success", don't show rotation hint at all.
if not state.success then return nil end
return state
end
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
rotating_state[name] = nil
end)
local state = {}
function state.update_rotating_state(player, data)
local rot_state = calculate_rotating_state(player, data)
rotating_state[player:get_player_name()] = rot_state
return rot_state
end
function state.get_rotating_state(player, pos, node)
if not minetest.is_player(player) then return nil end
local rot_state = rotating_state[player:get_player_name()]
if not rot_state then return nil end
if not vector.equals(pos, rot_state.pos) then return nil end
if node.name ~= rot_state.node.name or node.param2 ~= rot_state.node.param2 then return nil end
return rot_state
end
return state