d7f176dfd8
This makes all the 3d torch selection boxes 1px oversized. Before, they were inconsistently sized and too small for the upright torch.
148 lines
4.4 KiB
Lua
148 lines
4.4 KiB
Lua
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--[[
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Torch mod - formerly mod "Torches"
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======================
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(c) Copyright BlockMen (2013-2015)
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(C) Copyright sofar <sofar@foo-projects.org> (2016)
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This mod changes the default torch drawtype from "torchlike" to "mesh",
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giving the torch a three dimensional appearance. The mesh contains the
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proper pixel mapping to make the animation appear as a particle above
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the torch, while in fact the animation is just the texture of the mesh.
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License:
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~~~~~~~~
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(c) Copyright BlockMen (2013-2015)
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Textures and Meshes/Models:
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CC-BY 3.0 BlockMen
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Note that the models were entirely done from scratch by sofar.
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Code:
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Licensed under the GNU LGPL version 2.1 or higher.
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You can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License
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as published by the Free Software Foundation;
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt
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--]]
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minetest.register_node("default:torch", {
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description = "Torch",
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drawtype = "mesh",
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mesh = "torch_floor.obj",
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inventory_image = "default_torch_on_floor.png",
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wield_image = "default_torch_on_floor.png",
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tiles = {{
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name = "default_torch_on_floor_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
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}},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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liquids_pointable = false,
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light_source = 13,
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groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1},
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drop = "default:torch",
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selection_box = {
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type = "wallmounted",
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wall_bottom = {-1/8, -1/2, -1/8, 1/8, 2/16, 1/8},
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},
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sounds = default.node_sound_wood_defaults(),
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on_place = function(itemstack, placer, pointed_thing)
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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local def = minetest.registered_nodes[node.name]
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if def and def.on_rightclick and
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((not placer) or (placer and not placer:get_player_control().sneak)) then
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return def.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack
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end
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local above = pointed_thing.above
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local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above))
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local fakestack = itemstack
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if wdir == 0 then
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fakestack:set_name("default:torch_ceiling")
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elseif wdir == 1 then
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fakestack:set_name("default:torch")
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else
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fakestack:set_name("default:torch_wall")
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end
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itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir)
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itemstack:set_name("default:torch")
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return itemstack
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end
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})
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minetest.register_node("default:torch_wall", {
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drawtype = "mesh",
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mesh = "torch_wall.obj",
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tiles = {{
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name = "default_torch_on_floor_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
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}},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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light_source = 13,
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groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1},
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drop = "default:torch",
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selection_box = {
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type = "wallmounted",
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wall_side = {-1/2, -1/2, -1/8, -1/8, 1/8, 1/8},
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},
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sounds = default.node_sound_wood_defaults(),
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})
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minetest.register_node("default:torch_ceiling", {
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drawtype = "mesh",
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mesh = "torch_ceiling.obj",
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tiles = {{
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name = "default_torch_on_floor_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
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}},
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paramtype = "light",
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paramtype2 = "wallmounted",
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sunlight_propagates = true,
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walkable = false,
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light_source = 13,
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groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1},
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drop = "default:torch",
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selection_box = {
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type = "wallmounted",
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wall_top = {-1/8, -1/16, -5/16, 1/8, 1/2, 1/8},
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},
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sounds = default.node_sound_wood_defaults(),
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})
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minetest.register_lbm({
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name = "default:3dtorch",
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nodenames = {"default:torch", "torches:floor", "torches:wall"},
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action = function(pos, node)
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if node.param2 == 0 then
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minetest.set_node(pos, {name = "default:torch_ceiling",
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param2 = node.param2})
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elseif node.param2 == 1 then
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minetest.set_node(pos, {name = "default:torch",
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param2 = node.param2})
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else
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minetest.set_node(pos, {name = "default:torch_wall",
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param2 = node.param2})
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end
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end
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})
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