From b56bd0d84b5174516c1ec1d1d0027b1abb71546b Mon Sep 17 00:00:00 2001 From: Starbeamrainbowlabs Date: Sat, 16 Dec 2023 01:11:25 +0000 Subject: [PATCH] //rotate: fix some minor keyword issues, update reference & changelog At some point we need to move the parser to allow for a `player` reference for relative keywords.... or else pass them through somehow --- CHANGELOG.md | 1 + Chat-Command-Reference.md | 46 ++++++++++++++++++- .../commands/rotate.lua | 1 + .../utils/parse/axes_rotation.lua | 10 ++-- 4 files changed, 53 insertions(+), 5 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 66b436a..0bb1b1e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -10,6 +10,7 @@ Note to self: See the bottom of this file for the release template text. - This is not a hotfix to avoid endless small releases fixing the bug, as it's clear it's much more difficult to fix on all systems than initially expected - Added [`//nodeapply`](https://worldeditadditions.mooncarrot.space/Reference/#nodeapply), a generalisation of [`//airapply`](https://worldeditadditions.mooncarrot.space/Reference/#airapply) that works with a defined list of nodes. Check out [the reference](https://worldeditadditions.mooncarrot.space/Reference/#nodeapply) - it has some cool tricks to it! (thanks for suggesting, @kliv91 from the Discord server!) - Added [`//ngroups`](https://worldeditadditions.mooncarrot.space/Reference/#ngroups), which lists the groups that a given node is a member of. Useful when paired with [`//nodeapply`](https://worldeditadditions.mooncarrot.space/Reference/#nodeapply)! +- Added [`//rotate+`](https://worldeditadditions.mooncarrot.space/Reference/#rotate) rotate regions through arbitrary series of potentially non-axis-aligned rotations. ### Bugfixes and changes - Don't warn on failed registration of `//flora` → [`//bonemeal`](https://worldeditadditions.mooncarrot.space/Reference/#bonemeal) if the `bonemeal` mod isn't installed (e.g. in MineClone2) - thanks @VorTechnix in #106 diff --git a/Chat-Command-Reference.md b/Chat-Command-Reference.md index 8305025..d82a826 100644 --- a/Chat-Command-Reference.md +++ b/Chat-Command-Reference.md @@ -284,6 +284,50 @@ For those interested, WorldEditAdditions uses the [chaikin curve algorithm](http --> +### `//rotate+ [ ...] [origin|o []]` +Rotates the defined region using the specified list of rotation operations, optionally around the defined rotation origin. For example, the following: + +```weacmd +//rotate+ y 45 +``` + +...will rotate the defined region around it's centre by 45° on the Y (vertical) axis. + +> [!IMPORTANT] +> There is a known issue in which holes appear in previously flat surfaces when rotating through non-axis-aligned rotations. The cause for this is currently unclear. +> +> If you can shed any light on this issue or make any suggestions, please get in touch. + +We can also extend this to rotate on multiple axes: + +```weacmd +//rotate+ z 90 y 45 +``` + +The rotations will be processed in order as specified from left to right. The following relative keywords are currently supported in place of an absolute axis name: + +Keyword | Meaning +------------|-------------------- +`right` | Rotates around the Y axis to the right - aka clockwise. +`left` | Rotates around the Y axis to the left - aka anticlockwise. + +A custom rotation origin can be specified too. This is done via the `origin` keyword and takes the form of specifying a position to rotate around instead of the default (picking the centre point between pos1 and pos2). For example: + +```weacmd +//rotate+ x 20 origin 3 +``` + +....will rotate 20° on the X axis around position 3. See the [multi-point wand](#multipoint) for more information on setting positions other than pos1 and pos2. + +The `origin` keyword's argument is optional, and if no position number is specified defaults to position 3. + +```weacmd +//rotate+ y 90 x 45 origin +//rotate+ y 90 x 45 o +//rotate+ x 60 origin 5 z 20 +``` + + ### `//floodfill [ []]` Floods all connected nodes of the same type starting at _pos1_ with `` (which defaults to `water_source`), in a sphere with a radius of `` (which defaults to 50). @@ -1518,7 +1562,7 @@ It has the range of the _Far Wand_ mentioned above too, so you can select nodes Note that punching out the positions **does not unset them**. Use `//reset` to reset the defined region. -### Multi-Point Wand +### MultiPoint Wand The third type of wand provided by WorldEditAdditions is completely different, in that it allows you to select up to **999 points** at once! It looks like this: ![A picture of the multi-point wand](https://raw.githubusercontent.com/sbrl/Minetest-WorldEditAdditions/main/worldeditadditions_farwand/textures/worldeditadditions_multiwand.png) It is important to note that (at present) the points selected by this wand **are not compatible with normal points**. This will change in the future, but requires a lot of work to implement. diff --git a/worldeditadditions_commands/commands/rotate.lua b/worldeditadditions_commands/commands/rotate.lua index df07de7..ec9bac4 100644 --- a/worldeditadditions_commands/commands/rotate.lua +++ b/worldeditadditions_commands/commands/rotate.lua @@ -47,6 +47,7 @@ worldeditadditions_core.register_command("rotate+", { mode = mode_store mode_store = nil elseif mode == "AXIS" then + -- TODO: Somehow move this parsing ----> main func to get player reference to allow for relative stuff success, axis_next = wea_c.parse.axes_rotation.axis_name(part) if not success then return success, axis_next end mode = "ANGLE" diff --git a/worldeditadditions_core/utils/parse/axes_rotation.lua b/worldeditadditions_core/utils/parse/axes_rotation.lua index c675a91..3705837 100644 --- a/worldeditadditions_core/utils/parse/axes_rotation.lua +++ b/worldeditadditions_core/utils/parse/axes_rotation.lua @@ -43,9 +43,11 @@ local function parse_rotation_axis_name(str, player) if str:find("x", 1, true) then vector.x = 1 elseif str:find("y", 1, true) then vector.y = 1 elseif str:find("z", 1, true) then vector.z = 1 - elseif str:find("left", 1, true) then vector.z = -1 + elseif str:find("left", 1, true) + or str:find("l$") then vector.y = -1 elseif str:find("right", 1, true) - or str:find("yaw") then vector.z = 1 + or str:find("r$") + or str:find("yaw") then vector.y = 1 elseif type(player) ~= "nil" then local player_rotation_h = calc_rotation_text(player:get_look_horizontal()) @@ -53,12 +55,12 @@ local function parse_rotation_axis_name(str, player) if str:find("front", 1, true) or str:find("f$") - or str:find("pitch") then + or str:find("pitch", 1, true) then vector = rot_axis_left(player_rotation_h) elseif str:find("back", 1, true) or str:find("b$") then vector = rot_axis_left(player_rotation_h) * -1 - elseif str:find("roll") then + elseif str:find("roll", 1, true) then vector = player_rotation_h else return false, "Error: Could not understand rotational axis keyword '"..str.."'."