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//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
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4 changed files with 53 additions and 5 deletions
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@ -10,6 +10,7 @@ Note to self: See the bottom of this file for the release template text.
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- 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
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- 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
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- 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!)
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- 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!)
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- 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)!
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- 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)!
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- Added [`//rotate+`](https://worldeditadditions.mooncarrot.space/Reference/#rotate) rotate regions through arbitrary series of potentially non-axis-aligned rotations.
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### Bugfixes and changes
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### Bugfixes and changes
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- 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
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- 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
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@ -284,6 +284,50 @@ For those interested, WorldEditAdditions uses the [chaikin curve algorithm](http
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-->
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-->
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### `//rotate+ <axis> <degrees> [<axis> <degrees> ...] [origin|o [<pos_number>]]`
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Rotates the defined region using the specified list of rotation operations, optionally around the defined rotation origin. For example, the following:
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```weacmd
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//rotate+ y 45
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```
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...will rotate the defined region around it's centre by 45° on the Y (vertical) axis.
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> [!IMPORTANT]
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> 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.
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>
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> If you can shed any light on this issue or make any suggestions, please get in touch.
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We can also extend this to rotate on multiple axes:
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```weacmd
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//rotate+ z 90 y 45
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```
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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:
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Keyword | Meaning
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------------|--------------------
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`right` | Rotates around the Y axis to the right - aka clockwise.
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`left` | Rotates around the Y axis to the left - aka anticlockwise.
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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:
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```weacmd
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//rotate+ x 20 origin 3
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```
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....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.
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The `origin` keyword's argument is optional, and if no position number is specified defaults to position 3.
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```weacmd
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//rotate+ y 90 x 45 origin
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//rotate+ y 90 x 45 o
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//rotate+ x 60 origin 5 z 20
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```
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### `//floodfill [<replace_node> [<radius>]]`
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### `//floodfill [<replace_node> [<radius>]]`
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Floods all connected nodes of the same type starting at _pos1_ with `<replace_node>` (which defaults to `water_source`), in a sphere with a radius of `<radius>` (which defaults to 50).
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Floods all connected nodes of the same type starting at _pos1_ with `<replace_node>` (which defaults to `water_source`), in a sphere with a radius of `<radius>` (which defaults to 50).
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@ -1518,7 +1562,7 @@ It has the range of the _Far Wand_ mentioned above too, so you can select nodes
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Note that punching out the positions **does not unset them**. Use `//reset` to reset the defined region.
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Note that punching out the positions **does not unset them**. Use `//reset` to reset the defined region.
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### Multi-Point Wand
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### MultiPoint Wand
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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)
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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)
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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.
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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.
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@ -47,6 +47,7 @@ worldeditadditions_core.register_command("rotate+", {
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mode = mode_store
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mode = mode_store
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mode_store = nil
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mode_store = nil
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elseif mode == "AXIS" then
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elseif mode == "AXIS" then
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-- TODO: Somehow move this parsing ----> main func to get player reference to allow for relative stuff
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success, axis_next = wea_c.parse.axes_rotation.axis_name(part)
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success, axis_next = wea_c.parse.axes_rotation.axis_name(part)
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if not success then return success, axis_next end
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if not success then return success, axis_next end
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mode = "ANGLE"
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mode = "ANGLE"
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@ -43,9 +43,11 @@ local function parse_rotation_axis_name(str, player)
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if str:find("x", 1, true) then vector.x = 1
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if str:find("x", 1, true) then vector.x = 1
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elseif str:find("y", 1, true) then vector.y = 1
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elseif str:find("y", 1, true) then vector.y = 1
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elseif str:find("z", 1, true) then vector.z = 1
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elseif str:find("z", 1, true) then vector.z = 1
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elseif str:find("left", 1, true) then vector.z = -1
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elseif str:find("left", 1, true)
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or str:find("l$") then vector.y = -1
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elseif str:find("right", 1, true)
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elseif str:find("right", 1, true)
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or str:find("yaw") then vector.z = 1
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or str:find("r$")
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or str:find("yaw") then vector.y = 1
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elseif type(player) ~= "nil" then
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elseif type(player) ~= "nil" then
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local player_rotation_h = calc_rotation_text(player:get_look_horizontal())
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local player_rotation_h = calc_rotation_text(player:get_look_horizontal())
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@ -53,12 +55,12 @@ local function parse_rotation_axis_name(str, player)
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if str:find("front", 1, true)
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if str:find("front", 1, true)
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or str:find("f$")
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or str:find("f$")
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or str:find("pitch") then
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or str:find("pitch", 1, true) then
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vector = rot_axis_left(player_rotation_h)
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vector = rot_axis_left(player_rotation_h)
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elseif str:find("back", 1, true)
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elseif str:find("back", 1, true)
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or str:find("b$") then
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or str:find("b$") then
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vector = rot_axis_left(player_rotation_h) * -1
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vector = rot_axis_left(player_rotation_h) * -1
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elseif str:find("roll") then
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elseif str:find("roll", 1, true) then
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vector = player_rotation_h
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vector = player_rotation_h
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else
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else
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return false, "Error: Could not understand rotational axis keyword '"..str.."'."
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return false, "Error: Could not understand rotational axis keyword '"..str.."'."
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