Rotate optics and doors from NodeCore with ease.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

47 lines
2.1 KiB

local minetest, vector, math_abs, math_sign
= minetest, vector, math.abs, math.sign
local rotate_box_by_facedir = nc_extended_rotating.rotate.rotate_box_by_facedir
-- Default selection boxes for a node that doesn't have one them explicitly.
local DEFAULT_SELECTION_BOX = { min = vector.new(-0.5, -0.5, -0.5),
max = vector.new( 0.5, 0.5, 0.5) }
local utility = {}
-- Gets the active `selection_box` for the specified `node` which
-- has a `paramtype2` of `facedir`, based on its `param2` value.
function utility.get_node_active_selection_box(node)
local def = minetest.registered_nodes[node.name]
local box = def.selection_box and def.selection_box.fixed
-- No need to rotate the default selection box.
if not box then return DEFAULT_SELECTION_BOX end
-- If node definition specifies multiple selection boxes, just pick the first (for now).
if type(box[1]) == "table" then box = box[1] end
-- Transform the `{ x1, y1, z1, x2, y2, z2 }` box to a `{ min, max }` one.
box = { min = vector.new(box[1], box[2], box[3]),
max = vector.new(box[4], box[5], box[6]) }
-- Rotate the box to face `facedir`.
rotate_box_by_facedir(box, node.param2)
return box
end
-- Calculates the rotation vector from where a player is looking at on this node.
-- * If looking near an edge, the vector points in the direction of that edge.
-- * If looking near a corner, the vector similarly points in that direction.
-- * Otherwise, vector simply points away from the face.
function utility.rotation_vector_from_lookat(node, pointed_thing, edge_distance)
local box = utility.get_node_active_selection_box(node)
local center = (box.min + box.max) / 2
-- Calculate bounds, single vector describing the size of the selection box.
local bounds = box.max - center -- This extends both into positive and negative.
-- Calculate intersection point relative to these bounds.
local point = pointed_thing.intersection_point - pointed_thing.under - center
return point:combine(bounds, function(p, b)
return b - math_abs(p) <= edge_distance and math_sign(p) or 0 end)
end
return utility