forked from Mirrorlandia_minetest/minetest
Allow rotating entity selectionboxes (#12379)
This commit is contained in:
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b829231992
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077627181e
@ -1609,6 +1609,8 @@ Exact pointing location (currently only `Raycast` supports these fields):
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* `pointed_thing.intersection_normal`: Unit vector, points outwards of the
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selected selection box. This specifies which face is pointed at.
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Is a null vector `vector.zero()` when the pointer is inside the selection box.
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For entities with rotated selection boxes, this will be rotated properly
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by the entity's rotation - it will always be in absolute world space.
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@ -7075,6 +7077,8 @@ child will follow movement and rotation of that bone.
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* `set_rotation(rot)`
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* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
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and Z is roll (bank).
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* Does not reset rotation incurred through `automatic_rotate`.
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Remove & readd your objects to force a certain rotation.
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* `get_rotation()`: returns the rotation, a vector (radians)
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* `set_yaw(yaw)`: sets the yaw in radians (heading).
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* `get_yaw()`: returns number in radians
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@ -7554,6 +7558,22 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
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* `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
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returned. Default is false.
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### Limitations
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Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
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**Rotated selectionboxes paired with `automatic_rotate` are not reliable** either since the server
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can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
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The server calculates the total rotation incurred through `automatic_rotate` as a "best guess"
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assuming the object was active & rotating on the client all the time since its creation.
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This may be significantly out of sync with what clients see.
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Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
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In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off;
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toggling automatic rotation may however cause errors to add up.
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In multiplayer mode, the error may be arbitrarily large.
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### Methods
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* `next()`: returns a `pointed_thing` with exact pointing location
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@ -7670,11 +7690,15 @@ Player properties need to be saved manually.
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collide_with_objects = true,
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-- Collide with other objects if physical = true
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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-- Selection box uses collision box dimensions when not set.
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-- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
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-- object position.
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collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 }, -- default
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selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
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-- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
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-- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
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-- If not set, the selection box copies the collision box, and will also not rotate.
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-- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
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-- If `rotate = true`, it will match the object's rotation and any attachment rotations.
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-- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
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pointable = true,
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-- Whether the object can be pointed at
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@ -1,2 +1,3 @@
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dofile(minetest.get_modpath("testentities").."/visuals.lua")
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dofile(minetest.get_modpath("testentities").."/selectionbox.lua")
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dofile(minetest.get_modpath("testentities").."/armor.lua")
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96
games/devtest/mods/testentities/selectionbox.lua
Normal file
96
games/devtest/mods/testentities/selectionbox.lua
Normal file
@ -0,0 +1,96 @@
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local function color(hex)
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return ("blank.png^[noalpha^[colorize:#%06X:255"):format(hex)
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end
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local function random_color()
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return color(math.random(0, 0xFFFFFF))
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end
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local function random_rotation()
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return 2 * math.pi * vector.new(math.random(), math.random(), math.random())
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end
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local active_selectionbox_entities = 0 -- count active entities
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minetest.register_entity("testentities:selectionbox", {
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initial_properties = {
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visual = "cube",
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infotext = "Punch to randomize rotation, rightclick to toggle rotation"
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},
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on_activate = function(self)
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active_selectionbox_entities = active_selectionbox_entities + 1
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local w, h, l = math.random(), math.random(), math.random()
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self.object:set_properties({
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textures = {random_color(), random_color(), random_color(), random_color(), random_color(), random_color()},
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selectionbox = {rotate = true, -w/2, -h/2, -l/2, w/2, h/2, l/2},
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visual_size = vector.new(w, h, l),
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automatic_rotate = 2 * math.pi * (math.random() - 0.5)
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})
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assert(self.object:get_properties().selectionbox.rotate)
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self.object:set_armor_groups({punch_operable = 1})
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self.object:set_rotation(random_rotation())
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end,
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on_deactivate = function()
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active_selectionbox_entities = active_selectionbox_entities - 1
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end,
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on_punch = function(self)
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self.object:set_rotation(random_rotation())
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end,
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on_rightclick = function(self)
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self.object:set_properties({
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automatic_rotate = self.object:get_properties().automatic_rotate == 0 and 2 * math.pi * (math.random() - 0.5) or 0
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})
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end
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})
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local hud_ids = {}
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minetest.register_globalstep(function()
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if active_selectionbox_entities == 0 then
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return
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end
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for _, player in pairs(minetest.get_connected_players()) do
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local offset = player:get_eye_offset()
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offset.y = offset.y + player:get_properties().eye_height
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local pos1 = vector.add(player:get_pos(), offset)
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local raycast = minetest.raycast(pos1, vector.add(pos1, vector.multiply(player:get_look_dir(), 10)), true, false)
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local pointed_thing = raycast()
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if pointed_thing.ref == player then
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pointed_thing = raycast()
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end
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local remove_hud_element = true
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local pname = player:get_player_name()
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local hud_id = hud_ids[pname]
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if pointed_thing and pointed_thing.type == "object" then
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local ent = pointed_thing.ref:get_luaentity()
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if ent and ent.name == "testentities:selectionbox" then
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hud_ids[pname] = hud_id or player:hud_add({
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hud_elem_type = "text", -- See HUD element types
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position = {x=0.5, y=0.5},
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text = "X",
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number = 0xFF0000,
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alignment = {x=0, y=0},
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})
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local shade = math.random(0, 0xFF)
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minetest.add_particle({
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-- Random shade of red for the intersection point
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texture = color(0x10000 * shade),
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pos = pointed_thing.intersection_point,
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size = 0.1
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})
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minetest.add_particle({
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-- Same shade of green for the corresponding intersection normal
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texture = color(0x100 * shade),
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pos = vector.add(pointed_thing.intersection_point, pointed_thing.intersection_normal * 0.1),
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size = 0.1
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})
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remove_hud_element = false
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end
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end
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if remove_hud_element and hud_id then
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player:hud_remove(hud_id)
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hud_ids[pname] = nil
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end
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end
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end)
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@ -505,15 +505,24 @@ void ClientEnvironment::getSelectedActiveObjects(
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if (!obj->getSelectionBox(&selection_box))
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continue;
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const v3f &pos = obj->getPosition();
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aabb3f offsetted_box(selection_box.MinEdge + pos,
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selection_box.MaxEdge + pos);
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v3f current_intersection;
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v3s16 current_normal;
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if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
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¤t_intersection, ¤t_normal)) {
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objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
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v3f current_normal, current_raw_normal;
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const v3f rel_pos = shootline_on_map.start - obj->getPosition();
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bool collision;
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GenericCAO* gcao = dynamic_cast<GenericCAO*>(obj);
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if (gcao != nullptr && gcao->getProperties().rotate_selectionbox) {
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gcao->getSceneNode()->updateAbsolutePosition();
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const v3f deg = obj->getSceneNode()->getAbsoluteTransformation().getRotationDegrees();
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collision = boxLineCollision(selection_box, deg,
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rel_pos, line_vector, ¤t_intersection, ¤t_normal, ¤t_raw_normal);
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} else {
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collision = boxLineCollision(selection_box, rel_pos, line_vector,
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¤t_intersection, ¤t_normal);
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current_raw_normal = current_normal;
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}
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if (collision) {
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current_intersection += obj->getPosition();
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objects.emplace_back(obj->getId(), current_intersection, current_normal, current_raw_normal,
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(current_intersection - shootline_on_map.start).getLengthSQ());
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}
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}
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@ -3297,7 +3297,7 @@ PointedThing Game::updatePointedThing(
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{
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std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
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selectionboxes->clear();
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hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
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hud->setSelectedFaceNormal(v3f());
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static thread_local const bool show_entity_selectionbox = g_settings->getBool(
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"show_entity_selectionbox");
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@ -3321,7 +3321,13 @@ PointedThing Game::updatePointedThing(
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v3f pos = runData.selected_object->getPosition();
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selectionboxes->push_back(aabb3f(selection_box));
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hud->setSelectionPos(pos, camera_offset);
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GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
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if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
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hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
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else
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hud->setSelectionRotation(v3f());
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}
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hud->setSelectedFaceNormal(result.raw_intersection_normal);
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} else if (result.type == POINTEDTHING_NODE) {
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// Update selection boxes
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MapNode n = map.getNode(result.node_undersurface);
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@ -3339,10 +3345,8 @@ PointedThing Game::updatePointedThing(
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}
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hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
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camera_offset);
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hud->setSelectedFaceNormal(v3f(
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result.intersection_normal.X,
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result.intersection_normal.Y,
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result.intersection_normal.Z));
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hud->setSelectionRotation(v3f());
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hud->setSelectedFaceNormal(result.intersection_normal);
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}
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// Update selection mesh light level and vertex colors
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@ -826,28 +826,31 @@ void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
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void Hud::drawSelectionMesh()
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{
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if (m_mode == HIGHLIGHT_NONE || (m_mode == HIGHLIGHT_HALO && !m_selection_mesh))
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return;
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const video::SMaterial oldmaterial = driver->getMaterial2D();
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driver->setMaterial(m_selection_material);
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const core::matrix4 oldtransform = driver->getTransform(video::ETS_WORLD);
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core::matrix4 translate;
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translate.setTranslation(m_selection_pos_with_offset);
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core::matrix4 rotation;
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rotation.setRotationDegrees(m_selection_rotation);
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driver->setTransform(video::ETS_WORLD, translate * rotation);
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if (m_mode == HIGHLIGHT_BOX) {
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// Draw 3D selection boxes
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video::SMaterial oldmaterial = driver->getMaterial2D();
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driver->setMaterial(m_selection_material);
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for (auto & selection_box : m_selection_boxes) {
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aabb3f box = aabb3f(
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selection_box.MinEdge + m_selection_pos_with_offset,
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selection_box.MaxEdge + m_selection_pos_with_offset);
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u32 r = (selectionbox_argb.getRed() *
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m_selection_mesh_color.getRed() / 255);
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u32 g = (selectionbox_argb.getGreen() *
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m_selection_mesh_color.getGreen() / 255);
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u32 b = (selectionbox_argb.getBlue() *
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m_selection_mesh_color.getBlue() / 255);
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driver->draw3DBox(box, video::SColor(255, r, g, b));
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driver->draw3DBox(selection_box, video::SColor(255, r, g, b));
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}
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driver->setMaterial(oldmaterial);
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} else if (m_mode == HIGHLIGHT_HALO && m_selection_mesh) {
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// Draw selection mesh
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video::SMaterial oldmaterial = driver->getMaterial2D();
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driver->setMaterial(m_selection_material);
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setMeshColor(m_selection_mesh, m_selection_mesh_color);
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video::SColor face_color(0,
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MYMIN(255, m_selection_mesh_color.getRed() * 1.5),
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@ -855,16 +858,14 @@ void Hud::drawSelectionMesh()
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MYMIN(255, m_selection_mesh_color.getBlue() * 1.5));
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setMeshColorByNormal(m_selection_mesh, m_selected_face_normal,
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face_color);
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scene::IMesh* mesh = cloneMesh(m_selection_mesh);
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translateMesh(mesh, m_selection_pos_with_offset);
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u32 mc = m_selection_mesh->getMeshBufferCount();
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for (u32 i = 0; i < mc; i++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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scene::IMeshBuffer *buf = m_selection_mesh->getMeshBuffer(i);
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driver->drawMeshBuffer(buf);
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}
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mesh->drop();
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driver->setMaterial(oldmaterial);
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}
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driver->setMaterial(oldmaterial);
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driver->setTransform(video::ETS_WORLD, oldtransform);
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}
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enum Hud::BlockBoundsMode Hud::toggleBlockBounds()
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@ -75,6 +75,10 @@ public:
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v3f getSelectionPos() const { return m_selection_pos; }
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void setSelectionRotation(v3f rotation) { m_selection_rotation = rotation; }
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v3f getSelectionRotation() const { return m_selection_rotation; }
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void setSelectionMeshColor(const video::SColor &color)
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{
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m_selection_mesh_color = color;
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@ -126,6 +130,7 @@ private:
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std::vector<aabb3f> m_halo_boxes;
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v3f m_selection_pos;
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v3f m_selection_pos_with_offset;
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v3f m_selection_rotation;
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scene::IMesh *m_selection_mesh = nullptr;
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video::SColor m_selection_mesh_color;
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@ -202,21 +202,21 @@ void Environment::continueRaycast(RaycastState *state, PointedThing *result)
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// ID of the current box (loop counter)
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u16 id = 0;
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// Do calculations relative to the node center
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// to translate the ray rather than the boxes
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v3f npf = intToFloat(np, BS);
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// This loop translates the boxes to their in-world place.
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v3f rel_start = state->m_shootline.start - npf;
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for (aabb3f &box : boxes) {
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box.MinEdge += npf;
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box.MaxEdge += npf;
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v3f intersection_point;
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v3s16 intersection_normal;
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if (!boxLineCollision(box, state->m_shootline.start,
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v3f intersection_normal;
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if (!boxLineCollision(box, rel_start,
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state->m_shootline.getVector(), &intersection_point,
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&intersection_normal)) {
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++id;
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continue;
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}
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intersection_point += npf; // translate back to world coords
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f32 distanceSq = (intersection_point
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- state->m_shootline.start).getLengthSQ();
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// If this is the nearest collision, save it
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@ -259,7 +259,7 @@ void Environment::continueRaycast(RaycastState *state, PointedThing *result)
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result.node_real_undersurface = floatToInt(
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fake_intersection, BS);
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result.node_abovesurface = result.node_real_undersurface
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+ result.intersection_normal;
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+ floatToInt(result.intersection_normal, 1.0f);
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// Push found PointedThing
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state->m_found.push(result);
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// If this is nearer than the old nearest object,
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@ -72,6 +72,7 @@ std::string ObjectProperties::dump()
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os << ", nametag_bgcolor=null ";
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os << ", selectionbox=" << PP(selectionbox.MinEdge) << "," << PP(selectionbox.MaxEdge);
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os << ", rotate_selectionbox=" << rotate_selectionbox;
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os << ", pointable=" << pointable;
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os << ", static_save=" << static_save;
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os << ", eye_height=" << eye_height;
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@ -169,6 +170,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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else
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writeARGB8(os, nametag_bgcolor.value());
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writeU8(os, rotate_selectionbox);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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}
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@ -236,5 +238,10 @@ void ObjectProperties::deSerialize(std::istream &is)
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nametag_bgcolor = bgcolor;
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else
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nametag_bgcolor = nullopt;
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tmp = readU8(is);
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if (is.eof())
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return;
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rotate_selectionbox = tmp;
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} catch (SerializationError &e) {}
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}
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@ -35,6 +35,7 @@ struct ObjectProperties
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// Values are BS=1
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aabb3f collisionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
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aabb3f selectionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
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bool rotate_selectionbox = false;
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bool pointable = true;
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std::string visual = "sprite";
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std::string mesh = "";
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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "raycast.h"
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#include "irr_v3d.h"
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#include "irr_aabb3d.h"
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#include <quaternion.h>
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#include "constants.h"
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bool RaycastSort::operator() (const PointedThing &pt1,
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@ -68,7 +69,7 @@ RaycastState::RaycastState(const core::line3d<f32> &shootline,
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|
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bool boxLineCollision(const aabb3f &box, const v3f &start,
|
||||
const v3f &dir, v3f *collision_point, v3s16 *collision_normal)
|
||||
const v3f &dir, v3f *collision_point, v3f *collision_normal)
|
||||
{
|
||||
if (box.isPointInside(start)) {
|
||||
*collision_point = start;
|
||||
@ -135,3 +136,23 @@ bool boxLineCollision(const aabb3f &box, const v3f &start,
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool boxLineCollision(const aabb3f &box, const v3f &rotation,
|
||||
const v3f &start, const v3f &dir,
|
||||
v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal)
|
||||
{
|
||||
// Inversely transform the ray rather than rotating the box faces;
|
||||
// this allows us to continue using a simple ray - AABB intersection
|
||||
core::quaternion rot(rotation * core::DEGTORAD);
|
||||
rot.makeInverse();
|
||||
|
||||
bool collision = boxLineCollision(box, rot * start, rot * dir, collision_point, collision_normal);
|
||||
if (!collision) return collision;
|
||||
|
||||
// Transform the results back
|
||||
rot.makeInverse();
|
||||
*collision_point = rot * *collision_point;
|
||||
*raw_collision_normal = *collision_normal;
|
||||
*collision_normal = rot * *collision_normal;
|
||||
return collision;
|
||||
}
|
||||
|
@ -74,4 +74,8 @@ public:
|
||||
* @returns true if a collision point was found
|
||||
*/
|
||||
bool boxLineCollision(const aabb3f &box, const v3f &start, const v3f &dir,
|
||||
v3f *collision_point, v3s16 *collision_normal);
|
||||
v3f *collision_point, v3f *collision_normal);
|
||||
|
||||
bool boxLineCollision(const aabb3f &box, const v3f &box_rotation,
|
||||
const v3f &start, const v3f &dir,
|
||||
v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal);
|
||||
|
@ -236,10 +236,12 @@ void read_object_properties(lua_State *L, int index,
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "selectionbox");
|
||||
if (lua_istable(L, -1))
|
||||
if (lua_istable(L, -1)) {
|
||||
getboolfield(L, -1, "rotate", prop->rotate_selectionbox);
|
||||
prop->selectionbox = read_aabb3f(L, -1, 1.0);
|
||||
else if (collisionbox_defined)
|
||||
} else if (collisionbox_defined) {
|
||||
prop->selectionbox = prop->collisionbox;
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
getboolfield(L, -1, "pointable", prop->pointable);
|
||||
@ -377,6 +379,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
|
||||
push_aabb3f(L, prop->collisionbox);
|
||||
lua_setfield(L, -2, "collisionbox");
|
||||
push_aabb3f(L, prop->selectionbox);
|
||||
lua_pushboolean(L, prop->rotate_selectionbox);
|
||||
lua_setfield(L, -2, "rotate");
|
||||
lua_setfield(L, -2, "selectionbox");
|
||||
lua_pushboolean(L, prop->pointable);
|
||||
lua_setfield(L, -2, "pointable");
|
||||
@ -1880,7 +1884,7 @@ void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm,
|
||||
if (hitpoint && (pointed.type != POINTEDTHING_NOTHING)) {
|
||||
push_v3f(L, pointed.intersection_point / BS); // convert to node coords
|
||||
lua_setfield(L, -2, "intersection_point");
|
||||
push_v3s16(L, pointed.intersection_normal);
|
||||
push_v3f(L, pointed.intersection_normal);
|
||||
lua_setfield(L, -2, "intersection_normal");
|
||||
lua_pushinteger(L, pointed.box_id + 1); // change to Lua array index
|
||||
lua_setfield(L, -2, "box_id");
|
||||
|
@ -197,6 +197,11 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
|
||||
}
|
||||
}
|
||||
|
||||
if (fabs(m_prop.automatic_rotate) > 0.001f) {
|
||||
m_rotation_add_yaw = modulo360f(m_rotation_add_yaw + dtime * core::RADTODEG *
|
||||
m_prop.automatic_rotate);
|
||||
}
|
||||
|
||||
if(m_registered) {
|
||||
m_env->getScriptIface()->luaentity_Step(m_id, dtime, moveresult_p);
|
||||
}
|
||||
|
@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#include "object_properties.h"
|
||||
#include "serveractiveobject.h"
|
||||
#include <quaternion.h>
|
||||
#include "util/numeric.h"
|
||||
|
||||
class UnitSAO : public ServerActiveObject
|
||||
{
|
||||
@ -36,6 +38,17 @@ public:
|
||||
// Rotation
|
||||
void setRotation(v3f rotation) { m_rotation = rotation; }
|
||||
const v3f &getRotation() const { return m_rotation; }
|
||||
const v3f getTotalRotation() const {
|
||||
// This replicates what happens clientside serverside
|
||||
core::matrix4 rot;
|
||||
setPitchYawRoll(rot, -m_rotation);
|
||||
v3f res;
|
||||
// First rotate by m_rotation, then rotate by the automatic rotate yaw
|
||||
(core::quaternion(v3f(0, -m_rotation_add_yaw * core::DEGTORAD, 0))
|
||||
* core::quaternion(rot.getRotationDegrees() * core::DEGTORAD))
|
||||
.toEuler(res);
|
||||
return res * core::RADTODEG;
|
||||
}
|
||||
v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
|
||||
|
||||
// Deprecated
|
||||
@ -95,6 +108,7 @@ protected:
|
||||
u16 m_hp = 1;
|
||||
|
||||
v3f m_rotation;
|
||||
f32 m_rotation_add_yaw = 0;
|
||||
|
||||
ItemGroupList m_armor_groups;
|
||||
|
||||
|
@ -1771,16 +1771,27 @@ void ServerEnvironment::getSelectedActiveObjects(
|
||||
continue;
|
||||
|
||||
v3f pos = obj->getBasePosition();
|
||||
|
||||
aabb3f offsetted_box(selection_box.MinEdge + pos,
|
||||
selection_box.MaxEdge + pos);
|
||||
v3f rel_pos = shootline_on_map.start - pos;
|
||||
|
||||
v3f current_intersection;
|
||||
v3s16 current_normal;
|
||||
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
|
||||
¤t_intersection, ¤t_normal)) {
|
||||
v3f current_normal;
|
||||
v3f current_raw_normal;
|
||||
|
||||
ObjectProperties *props = obj->accessObjectProperties();
|
||||
bool collision;
|
||||
UnitSAO* usao = dynamic_cast<UnitSAO*>(obj);
|
||||
if (props->rotate_selectionbox && usao != nullptr) {
|
||||
collision = boxLineCollision(selection_box, usao->getTotalRotation(),
|
||||
rel_pos, line_vector, ¤t_intersection, ¤t_normal, ¤t_raw_normal);
|
||||
} else {
|
||||
collision = boxLineCollision(selection_box, rel_pos, line_vector,
|
||||
¤t_intersection, ¤t_normal);
|
||||
current_raw_normal = current_normal;
|
||||
}
|
||||
if (collision) {
|
||||
current_intersection += pos;
|
||||
objects.emplace_back(
|
||||
(s16) obj->getId(), current_intersection, current_normal,
|
||||
(s16) obj->getId(), current_intersection, current_normal, current_raw_normal,
|
||||
(current_intersection - shootline_on_map.start).getLengthSQ());
|
||||
}
|
||||
}
|
||||
|
@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <sstream>
|
||||
|
||||
PointedThing::PointedThing(const v3s16 &under, const v3s16 &above,
|
||||
const v3s16 &real_under, const v3f &point, const v3s16 &normal,
|
||||
const v3s16 &real_under, const v3f &point, const v3f &normal,
|
||||
u16 box_id, f32 distSq):
|
||||
type(POINTEDTHING_NODE),
|
||||
node_undersurface(under),
|
||||
@ -36,12 +36,13 @@ PointedThing::PointedThing(const v3s16 &under, const v3s16 &above,
|
||||
distanceSq(distSq)
|
||||
{}
|
||||
|
||||
PointedThing::PointedThing(u16 id, const v3f &point, const v3s16 &normal,
|
||||
f32 distSq) :
|
||||
PointedThing::PointedThing(u16 id, const v3f &point,
|
||||
const v3f &normal, const v3f &raw_normal, f32 distSq) :
|
||||
type(POINTEDTHING_OBJECT),
|
||||
object_id(id),
|
||||
intersection_point(point),
|
||||
intersection_normal(normal),
|
||||
raw_intersection_normal(raw_normal),
|
||||
distanceSq(distSq)
|
||||
{}
|
||||
|
||||
|
@ -74,7 +74,12 @@ struct PointedThing
|
||||
* This is perpendicular to the face the ray hits,
|
||||
* points outside of the box and it's length is 1.
|
||||
*/
|
||||
v3s16 intersection_normal;
|
||||
v3f intersection_normal;
|
||||
/*!
|
||||
* Only valid if type is POINTEDTHING_OBJECT.
|
||||
* Raw normal vector of the intersection before applying rotation.
|
||||
*/
|
||||
v3f raw_intersection_normal;
|
||||
/*!
|
||||
* Only valid if type isn't POINTEDTHING_NONE.
|
||||
* Indicates which selection box is selected, if there are more of them.
|
||||
@ -90,10 +95,10 @@ struct PointedThing
|
||||
PointedThing() = default;
|
||||
//! Constructor for POINTEDTHING_NODE
|
||||
PointedThing(const v3s16 &under, const v3s16 &above,
|
||||
const v3s16 &real_under, const v3f &point, const v3s16 &normal,
|
||||
const v3s16 &real_under, const v3f &point, const v3f &normal,
|
||||
u16 box_id, f32 distSq);
|
||||
//! Constructor for POINTEDTHING_OBJECT
|
||||
PointedThing(u16 id, const v3f &point, const v3s16 &normal, f32 distSq);
|
||||
PointedThing(u16 id, const v3f &point, const v3f &normal, const v3f &raw_normal, f32 distSq);
|
||||
std::string dump() const;
|
||||
void serialize(std::ostream &os) const;
|
||||
void deSerialize(std::istream &is);
|
||||
|
Loading…
Reference in New Issue
Block a user