--[[ Torch mod - formerly mod "Torches" ====================== (c) Copyright BlockMen (2013-2015) (C) Copyright sofar (2016) This mod changes the default torch drawtype from "torchlike" to "mesh", giving the torch a three dimensional appearance. The mesh contains the proper pixel mapping to make the animation appear as a particle above the torch, while in fact the animation is just the texture of the mesh. License: ~~~~~~~~ (c) Copyright BlockMen (2013-2015) Textures and Meshes/Models: CC-BY 3.0 BlockMen Note that the models were entirely done from scratch by sofar. Code: Licensed under the GNU LGPL version 2.1 or higher. You can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA See LICENSE.txt and http://www.gnu.org/licenses/lgpl-2.1.txt --]] minetest.register_node("default:torch", { description = "Torch", drawtype = "mesh", mesh = "torch_floor.obj", inventory_image = "default_torch_on_floor.png", wield_image = "default_torch_on_floor.png", tiles = {{ name = "default_torch_on_floor_animated.png", animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3} }}, paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, walkable = false, liquids_pointable = false, light_source = 12, groups = {choppy=2, dig_immediate=3, flammable=1, attached_node=1, torch=1}, drop = "default:torch", selection_box = { type = "wallmounted", wall_bottom = {-1/8, -1/2, -1/8, 1/8, 2/16, 1/8}, }, sounds = default.node_sound_wood_defaults(), on_place = function(itemstack, placer, pointed_thing) local under = pointed_thing.under local node = minetest.get_node(under) local def = minetest.registered_nodes[node.name] if def and def.on_rightclick and not (placer and placer:is_player() and placer:get_player_control().sneak) then return def.on_rightclick(under, node, placer, itemstack, pointed_thing) or itemstack end local above = pointed_thing.above local wdir = minetest.dir_to_wallmounted(vector.subtract(under, above)) local fakestack = itemstack if wdir == 0 then fakestack:set_name("default:torch_ceiling") elseif wdir == 1 then fakestack:set_name("default:torch") else fakestack:set_name("default:torch_wall") end itemstack = minetest.item_place(fakestack, placer, pointed_thing, wdir) itemstack:set_name("default:torch") return itemstack end }) minetest.register_node("default:torch_wall", { drawtype = "mesh", mesh = "torch_wall.obj", tiles = {{ name = "default_torch_on_floor_animated.png", animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3} }}, paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, walkable = false, light_source = 12, groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1}, drop = "default:torch", selection_box = { type = "wallmounted", wall_side = {-1/2, -1/2, -1/8, -1/8, 1/8, 1/8}, }, sounds = default.node_sound_wood_defaults(), }) minetest.register_node("default:torch_ceiling", { drawtype = "mesh", mesh = "torch_ceiling.obj", tiles = {{ name = "default_torch_on_floor_animated.png", animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3} }}, paramtype = "light", paramtype2 = "wallmounted", sunlight_propagates = true, walkable = false, light_source = 12, groups = {choppy=2, dig_immediate=3, flammable=1, not_in_creative_inventory=1, attached_node=1, torch=1}, drop = "default:torch", selection_box = { type = "wallmounted", wall_top = {-1/8, -1/16, -5/16, 1/8, 1/2, 1/8}, }, sounds = default.node_sound_wood_defaults(), }) minetest.register_lbm({ name = "default:3dtorch", nodenames = {"default:torch", "torches:floor", "torches:wall"}, action = function(pos, node) if node.param2 == 0 then minetest.set_node(pos, {name = "default:torch_ceiling", param2 = node.param2}) elseif node.param2 == 1 then minetest.set_node(pos, {name = "default:torch", param2 = node.param2}) else minetest.set_node(pos, {name = "default:torch_wall", param2 = node.param2}) end end })