Falling nodes: Add support for facedir, colorfacedir, wallmounted, colorwallmounted, color, airlike, signlike, torchlike and glow (#9205)
parent
e8a8185d24
commit
d507047443
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@ -1,6 +1,34 @@
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-- Minetest: builtin/item.lua
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local builtin_shared = ...
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local SCALE = 0.667
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local facedir_to_euler = {
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{y = 0, x = 0, z = 0},
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{y = -math.pi/2, x = 0, z = 0},
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{y = math.pi, x = 0, z = 0},
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{y = math.pi/2, x = 0, z = 0},
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{y = math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = math.pi/2, x = math.pi, z = math.pi/2},
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{y = math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = math.pi/2, x = 0, z = math.pi/2},
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{y = -math.pi/2, x = math.pi/2, z = math.pi/2},
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{y = -math.pi/2, x = 0, z = math.pi/2},
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{y = -math.pi/2, x = -math.pi/2, z = math.pi/2},
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{y = -math.pi/2, x = math.pi, z = math.pi/2},
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{y = 0, x = 0, z = math.pi/2},
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{y = 0, x = -math.pi/2, z = math.pi/2},
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{y = 0, x = math.pi, z = math.pi/2},
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{y = 0, x = math.pi/2, z = math.pi/2},
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{y = math.pi, x = math.pi, z = math.pi/2},
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{y = math.pi, x = math.pi/2, z = math.pi/2},
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{y = math.pi, x = 0, z = math.pi/2},
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{y = math.pi, x = -math.pi/2, z = math.pi/2},
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{y = math.pi, x = math.pi, z = 0},
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{y = -math.pi/2, x = math.pi, z = 0},
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{y = 0, x = math.pi, z = 0},
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{y = math.pi/2, x = math.pi, z = 0}
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}
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--
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-- Falling stuff
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@ -8,8 +36,8 @@ local builtin_shared = ...
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core.register_entity(":__builtin:falling_node", {
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initial_properties = {
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visual = "wielditem",
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visual_size = {x = 0.667, y = 0.667},
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visual = "item",
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visual_size = {x = SCALE, y = SCALE, z = SCALE},
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textures = {},
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physical = true,
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is_visible = false,
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@ -33,11 +61,105 @@ core.register_entity(":__builtin:falling_node", {
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end
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end
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end
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local def = core.registered_nodes[node.name]
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if not def then
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-- Don't allow unknown nodes to fall
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core.log("info",
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"Unknown falling node removed at "..
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core.pos_to_string(self.object:get_pos()))
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self.object:remove()
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return
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end
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self.meta = meta
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self.object:set_properties({
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is_visible = true,
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textures = {node.name},
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})
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if def.drawtype == "torchlike" or def.drawtype == "signlike" then
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local textures
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if def.tiles and def.tiles[1] then
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local tile = def.tiles[1]
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if type(tile) == "table" then
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tile = tile.name
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end
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if def.drawtype == "torchlike" then
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textures = { "("..tile..")^[transformFX", tile }
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else
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textures = { tile, "("..tile..")^[transformFX" }
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end
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end
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local vsize
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if def.visual_scale then
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local s = def.visual_scale
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vsize = {x = s, y = s, z = s}
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end
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self.object:set_properties({
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is_visible = true,
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visual = "upright_sprite",
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visual_size = vsize,
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textures = textures,
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glow = def.light_source,
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})
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elseif def.drawtype ~= "airlike" then
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local itemstring = node.name
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if core.is_colored_paramtype(def.paramtype2) then
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itemstring = core.itemstring_with_palette(itemstring, node.param2)
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end
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local vsize
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if def.visual_scale then
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local s = def.visual_scale * SCALE
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vsize = {x = s, y = s, z = s}
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end
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self.object:set_properties({
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is_visible = true,
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wield_item = itemstring,
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visual_size = vsize,
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glow = def.light_source,
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})
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end
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-- Rotate entity
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if def.drawtype == "torchlike" then
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self.object:set_yaw(math.pi*0.25)
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elseif (node.param2 ~= 0 and (def.wield_image == ""
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or def.wield_image == nil))
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or def.drawtype == "signlike"
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or def.drawtype == "mesh"
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or def.drawtype == "normal"
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or def.drawtype == "nodebox" then
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if (def.paramtype2 == "facedir" or def.paramtype2 == "colorfacedir") then
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local fdir = node.param2 % 32
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-- Get rotation from a precalculated lookup table
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local euler = facedir_to_euler[fdir + 1]
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if euler then
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self.object:set_rotation(euler)
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end
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elseif (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted") then
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local rot = node.param2 % 8
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local pitch, yaw, roll = 0, 0, 0
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if rot == 1 then
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pitch, yaw = math.pi, math.pi
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elseif rot == 2 then
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pitch, yaw = math.pi/2, math.pi/2
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elseif rot == 3 then
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pitch, yaw = math.pi/2, -math.pi/2
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elseif rot == 4 then
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pitch, yaw = math.pi/2, math.pi
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elseif rot == 5 then
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pitch, yaw = math.pi/2, 0
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end
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if def.drawtype == "signlike" then
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pitch = pitch - math.pi/2
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if rot == 0 then
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yaw = yaw + math.pi/2
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elseif rot == 1 then
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yaw = yaw - math.pi/2
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end
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elseif def.drawtype == "mesh" or def.drawtype == "normal" then
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if rot >= 0 and rot <= 1 then
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roll = roll + math.pi
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else
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yaw = yaw + math.pi
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end
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end
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self.object:set_rotation({x=pitch, y=yaw, z=roll})
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end
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end
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end,
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get_staticdata = function(self)
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