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Implement rotation, remove precise rotation.
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@@ -30,10 +30,7 @@ import com.volmit.iris.util.data.B;
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import com.volmit.iris.util.format.Form;
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import com.volmit.iris.util.interpolation.IrisInterpolation;
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import com.volmit.iris.util.json.JSONObject;
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import com.volmit.iris.util.math.AxisAlignedBB;
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import com.volmit.iris.util.math.BlockPosition;
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import com.volmit.iris.util.math.Position2;
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import com.volmit.iris.util.math.RNG;
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import com.volmit.iris.util.math.*;
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import com.volmit.iris.util.matter.MatterMarker;
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import com.volmit.iris.util.parallel.BurstExecutor;
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import com.volmit.iris.util.parallel.MultiBurst;
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@@ -500,18 +497,11 @@ public class IrisObject extends IrisRegistrant {
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// Rotation calculation
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double slopeRotationY = 0;
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ProceduralStream<Double> heightStream = rdata.getEngine().getComplex().getHeightStream();
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if (config.isRotateTowardsSlopePrecise()) {
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// I take three points which together make a plane that decently represents the slope beneath the object
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double hNorth = heightStream.get(x, z + ((float)h) / 2);
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double hEast = heightStream.get(x + ((float)w) / 2, z);
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double hSouthWest = heightStream.get(x - ((float)w) / 2, z - ((float)h) / 2);
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// TODO: Complex math
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} else if (config.isRotateTowardsSlope()) {
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// TODO: Make this respect object rotation. Currently takes the object without rotation to define the corner points.
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if (config.isRotateTowardsSlope()) {
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// Whichever side of the rectangle that bounds the object is lowest is the 'direction' of the slope (simply said).
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double hNorth = heightStream.get(x, z + ((float)h) / 2);
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double hNorth = heightStream.get(x, z + ((float)d) / 2);
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double hEast = heightStream.get(x + ((float)w) / 2, z);
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double hSouth = heightStream.get(x, z - ((float)h) / 2);
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double hSouth = heightStream.get(x, z - ((float)d) / 2);
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double hWest = heightStream.get(x - ((float)w) / 2, z);
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double min = Math.min(Math.min(hNorth, hEast), Math.min(hSouth, hWest));
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if (min == hNorth) {
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@@ -524,6 +514,8 @@ public class IrisObject extends IrisRegistrant {
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slopeRotationY = 270;
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}
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}
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config.getRotation().setYAxis(new IrisAxisRotationClamp(true, false, slopeRotationY, slopeRotationY, 360));
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config.getRotation().setEnabled(true);
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if (config.isSmartBore()) {
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ensureSmartBored(placer.isDebugSmartBore());
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@@ -62,12 +62,9 @@ public class IrisObjectPlacement {
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private double snow = 0;
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@Desc("Whether or not this object can be targeted by a dolphin.")
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private boolean isDolphinTarget = false;
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@Desc("Set to true to add the rotation of the direction of the slope of the terrain (wherever the slope is going down) to the y-axis rotation of the object. See also rotateTowardsSlopePrecise.")
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@Desc("Set to true to add the rotation of the direction of the slope of the terrain (wherever the slope is going down) to the y-axis rotation of the object." +
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"Overwrites the y-axis of the rotation settings if set to true, and force-enables it. This is rounded by 90 degrees as to not fuck up your objects.")
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private boolean rotateTowardsSlope = false;
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@Desc("By default the 'rotateTowardsSlope' function simply calculates which direction" +
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" (North East South or West) is the lowest, resulting in a 0, 90, 180 or 270 degree rotations. " +
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"Setting this to true does a precise calculation, which may give unwanted side-effects due to non-90 degree rotations.")
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private boolean rotateTowardsSlopePrecise = false;
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@MinNumber(0)
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@MaxNumber(1)
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@Desc("The chance for this to place in a chunk. If you need multiple per chunk, set this to 1 and use density.")
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