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Add rotation support for wallmounted nodes in 'ceiling' or 'floor' mode (#11073)
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25 changed files with 375 additions and 33 deletions
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@ -150,7 +150,12 @@ core.register_entity(":__builtin:falling_node", {
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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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if (def.paramtype2 == "wallmounted" or def.paramtype2 == "colorwallmounted")
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and node.param2 % 8 == 7 then
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self.object:set_yaw(-math.pi*0.25)
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else
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self.object:set_yaw(math.pi*0.25)
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end
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elseif ((node.param2 ~= 0 or def.drawtype == "nodebox" or def.drawtype == "mesh")
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and (def.wield_image == "" or def.wield_image == nil))
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or def.drawtype == "signlike"
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@ -190,6 +195,10 @@ core.register_entity(":__builtin:falling_node", {
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pitch, yaw = 0, -math.pi/2
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elseif rot == 4 then
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pitch, yaw = 0, math.pi
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elseif rot == 6 then
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pitch, yaw = math.pi/2, 0
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elseif rot == 7 then
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pitch, yaw = -math.pi/2, math.pi
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end
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else
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if rot == 1 then
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@ -202,6 +211,10 @@ core.register_entity(":__builtin:falling_node", {
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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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elseif rot == 6 then
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pitch, yaw = math.pi, -math.pi/2
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elseif rot == 7 then
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pitch, yaw = 0, -math.pi/2
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end
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end
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if def.drawtype == "signlike" then
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@ -210,10 +223,20 @@ core.register_entity(":__builtin:falling_node", {
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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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elseif rot == 6 then
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yaw = yaw - math.pi/2
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pitch = pitch + math.pi
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elseif rot == 7 then
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yaw = yaw + math.pi/2
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pitch = pitch + math.pi
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end
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elseif def.drawtype == "mesh" or def.drawtype == "normal" or def.drawtype == "nodebox" then
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if rot >= 0 and rot <= 1 then
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if rot == 0 or rot == 1 then
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roll = roll + math.pi
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elseif rot == 6 or rot == 7 then
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if def.drawtype ~= "normal" then
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roll = roll - math.pi/2
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end
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else
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yaw = yaw + math.pi
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end
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@ -32,6 +32,7 @@ core.features = {
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hud_def_type_field = true,
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random_state_restore = true,
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after_order_expiry_registration = true,
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wallmounted_rotate = true,
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}
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function core.has_feature(arg)
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@ -202,7 +202,40 @@ function core.item_place_node(itemstack, placer, pointed_thing, param2,
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elseif (def.paramtype2 == "wallmounted" or
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def.paramtype2 == "colorwallmounted") and not param2 then
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local dir = vector.subtract(under, above)
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-- If you change this code, also change src/client/game.cpp
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newnode.param2 = core.dir_to_wallmounted(dir)
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if def.wallmounted_rotate_vertical and
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(newnode.param2 == 0 or newnode.param2 == 1) then
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local placer_pos = placer and placer:get_pos()
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if placer_pos then
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local pdir = {
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x = above.x - placer_pos.x,
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y = dir.y,
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z = above.z - placer_pos.z
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}
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local rotate = false
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if def.drawtype == "torchlike" then
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if not ((pdir.x < 0 and pdir.z > 0) or
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(pdir.x > 0 and pdir.z < 0)) then
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rotate = true
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end
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if pdir.y > 0 then
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rotate = not rotate
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end
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elseif def.drawtype == "signlike" then
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if math.abs(pdir.x) < math.abs(pdir.z) then
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rotate = true
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end
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else
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if math.abs(pdir.x) > math.abs(pdir.z) then
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rotate = true
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end
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end
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if rotate then
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newnode.param2 = newnode.param2 + 6
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end
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end
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end
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-- Calculate the direction for furnaces and chests and stuff
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elseif (def.paramtype2 == "facedir" or
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def.paramtype2 == "colorfacedir" or
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