forked from VoxeLibre/VoxeLibre
Debug markers not pointable
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@ -161,11 +161,9 @@ local function get_corner_level(x, z, cur_liquid, neighbors)
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for dx=0,1 do
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local neighbor_data = neighbors[z + dz][x + dx]
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if neighbor_data.top_is_same_liquid then
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minetest.debug("Full liquid at corner:", x + dx - 2, z + dz - 2)
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return 0.5 --- REPLACE returns
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end
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if neighbor_data.content == cur_liquid.c_source then
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minetest.debug("Full liquid at corner:", x + dx - 2, z + dz - 2)
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return 0.5
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end
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if neighbor_data.content == cur_liquid.c_flowing then
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@ -202,13 +200,11 @@ local function get_liquid_corner_heights(pos)
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cur_liquid.content = node.name
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cur_liquid.c_flowing = ndef.liquid_alternative_flowing
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cur_liquid.c_source = ndef.liquid_alternative_source
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minetest.debug("liquid forms", cur_liquid.c_flowing, cur_liquid.c_source)
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cur_liquid.top_is_same_liquid = (node_above.name == cur_liquid.c_flowing or node_above.name == cur_liquid.c_source)
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-- cur_liquid.draw_bottom and lighting skipped
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-- END prepareLiquidNodeDrawing
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local c_flowing_ndef = registered_nodes[cur_liquid.c_flowing]
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minetest.debug("c_flowing_ndef", c_flowing_ndef)
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--BEGIN getLiquidNeighborhood
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local range = math.max(1, math.min(c_flowing_ndef.liquid_range, 8))
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@ -261,18 +257,18 @@ local function get_liquid_corner_heights(pos)
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--BEGIN drawLiquidTop
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local corner_resolve = {{0, 1}, {1, 1}, {1, 0}, {0, 0}}
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local vertices = {
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{x=-5, y=0, z= 5},
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{x= 5, y=0, z= 5},
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{x= 5, y=0, z=-5},
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{x=-5, y=0, z=-5},
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{x=-0.5, y=0, z= 0.5},
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{x= 0.5, y=0, z= 0.5},
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{x= 0.5, y=0, z=-0.5},
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{x=-0.5, y=0, z=-0.5},
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}
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for i=1,4 do
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local u = corner_resolve[i][1]
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local w = corner_resolve[i][2]
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if cur_liquid.top_is_same_liquid then
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vertices[i].y = 0.5 * 10
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vertices[i].y = 0.5
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else
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vertices[i].y = vertices[i].y + cur_liquid.corner_levels[w+1][u+1] * 10
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vertices[i].y = vertices[i].y + cur_liquid.corner_levels[w+1][u+1]
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end
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end
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@ -61,7 +61,12 @@ local function get_player_nodes(player)
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infotable.node_stand = node_ok(part_pos).name
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part_pos = get_playerpart_pos("head", player_pos, collisionbox, eye_height)
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infotable.node_head = node_ok(part_pos).name
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part_pos = get_playerpart_pos("head_top", player_pos, collisionbox, eye_height)
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infotable.node_head_top = node_ok(part_pos).name
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part_pos = get_playerpart_pos("feet", player_pos, collisionbox, eye_height)
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local lch = flowlib.get_liquid_corner_heights(part_pos)
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--infotable.debug_markers = mcl_playerinfo[player:get_player_name()].debug_markers
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@ -69,7 +74,7 @@ local function get_player_nodes(player)
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if lch then
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minetest.debug("current liquid corner heights: ", "-+", lch[1].y , "++", lch[2].y , "+-", lch[3].y , "--", lch[4].y)
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end
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for i,v in ipairs(minetest.get_objects_inside_radius(player_pos, 2)) do
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for i,v in ipairs(minetest.get_objects_inside_radius(player_pos, 5)) do
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if (v:get_luaentity() or {}).name == "mcl_playerinfo:debug_marker" then
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v:remove()
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end
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@ -77,16 +82,10 @@ local function get_player_nodes(player)
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for i=1,4 do
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--if infotable.debug_markers[i] ~= nil then infotable.debug_markers[i]:remove() end
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if lch then
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minetest.add_entity(vector.add(vector.round(part_pos), vector.divide(lch[i], 10)), "mcl_playerinfo:debug_marker")
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minetest.add_entity(vector.add(vector.round(part_pos), vector.divide(lch[i], 1)), "mcl_playerinfo:debug_marker")
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end
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end
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infotable.node_head = node_ok(part_pos).name
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part_pos = get_playerpart_pos("head_top", player_pos, collisionbox, eye_height)
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infotable.node_head_top = node_ok(part_pos).name
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part_pos = get_playerpart_pos("feet", player_pos, collisionbox, eye_height)
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infotable.node_feet = node_ok(part_pos).name
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part_pos = get_playerpart_pos("stand_below", player_pos, collisionbox, eye_height)
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@ -98,7 +97,7 @@ end
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minetest.register_entity("mcl_playerinfo:debug_marker", { initial_properties = {
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visual = "sprite",
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textures = {"mcl_crimson_warped_fence_top.png"},
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pointable = true,
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pointable = false,
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visual_size = {x = 0.1, y = 0.1, z = 0.1},
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}})
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