Rotate optics and doors from NodeCore with ease.
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local minetest, vector, nodecore, include
= minetest, vector, nodecore, include
local math_round = math.round
local hud = include("hud")
local rotate = include("rotate")
local utility = include("utility")
local registry = include("registry")
-- TODO: Add crosshair indicators for rotating around edges.
-- TODO: Add some more comments.
-- TODO: Add particles to preview rotation?
-- Distance at which we want to rotate by "pushing" on an edge.
local EDGE_DISTANCE = 1.5 / 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 = {}
local function handle_rotatable_rightclick(pos, node, clicker)
local state = rotating_state[clicker:get_player_name()]
if not state then return false end -- Not looking at anything rotatable.
-- Make sure we're still the same node that we raycasted in `playerstep`.
if not vector.equals(pos, state.pos) then return true end
if node.name ~= state.node.name or node.param2 ~= state.node.param2 then return true end
-- Only continue if the node can actually be sucessfully rotated.
if not state.success then return true end
rotate.rotate_node(pos, node, state.facedir)
return true
end
registry.custom_on_rightclick = handle_rotatable_rightclick
-- Override `nc_scaling`'s default empty hand right-click behavior so we can use it
-- to rotate things when holding sneak, which doesn't trigger a node's `on_rightclick`.
local default_on_place = minetest.registered_items[""].on_place
minetest.registered_items[""].on_place = function(item_stack, placer, pointed_thing, ...)
-- Player must sneak in order for this to run. Non-sneak is handled by node's `on_rightclick`.
if pointed_thing.type == "node" and minetest.is_player(placer) and placer:get_player_control().sneak then
local pos = pointed_thing.under
local node = minetest.get_node(pos)
if handle_rotatable_rightclick(pos, node, placer) then return end
end
default_on_place(item_stack, placer, pointed_thing, ...)
end
-- 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 = {}
local pointed_thing = data.raycast()
if (not pointed_thing) or pointed_thing.type ~= "node" then return end
state.pos = pointed_thing.under
state.node = minetest.get_node(state.pos)
if not registry.is_rotatable(state.node) then return end
if vector.equals(pointed_thing.above, pointed_thing.under) then return end
state.face = pointed_thing.above - pointed_thing.under
local degrees = 90
local r = utility.rotation_vector_from_lookat(state.node, pointed_thing, EDGE_DISTANCE)
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 = "mirror"; degrees = 120
end
-- Sneaking causes the direction of the rotation to be inverted.
state.invert = player:get_player_control().sneak
if state.invert then degrees = -degrees end
state.facedir = rotate.rotate_facedir(state.node.param2, state.axis, -degrees)
state.facedir = registry.fix_rotatable_facedir(state.node, state.facedir)
state.success = state.facedir and state.facedir ~= state.node.param2
return state
end
nodecore.register_playerstep({
label = "extended rotating update",
action = function(player, data)
local name = player:get_player_name()
rotating_state[name] = calculate_rotating_state(player, data)
hud.update_player_hud(player, rotating_state[name])
end,
})
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
rotating_state[name] = nil
end)