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