BobbyBonsaimind wrote:Zen wrote:I’m wondering if the wall mounted tables exist, but require a different method of access than the ones I use for fixed nodes.
I'm not sure what you mean, but you can define different nodeboxes for when a node is wallmounted.
I’m not wanting to define them.
I want to dig into the nodes registered in the minetest engine and access their definitions.
By crawling through the mesh node by node my algorithm finds the node highlighted by the user.
And, now that I’ve made some changes to the zip file above, the lamp now lights when looked at.
But the lamp is still a little buggy.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
if not (center == nil) then
local name = minetest.get_node(center).name
local selection = minetest.registered_nodes[name].node_box -- .selection_box -- .collision_box --
if not (selection == nil) then
for key, value in ipairs(selection) do
message[3] = message[3]..tostring(key)
end
end
message[3] = message[3].." C: "..tostring(minetest.registered_nodes[name].collision_box)
message[3] = message[3].." N: "..tostring(minetest.registered_nodes[name].node_box)
message[3] = message[3].." S: "..tostring(minetest.registered_nodes[name].selection_box)
message[3] = message[3].." T: "..tostring(minetest.registered_nodes[name].selection_box.type)
message[3] = message[3].." Z: "..tostring(minetest.registered_nodes[name].selection_box.wall_top)
end
I’ve just discovered, by adding the code above to the file, that Regular and Wallmounted nodes
have hidden selection boxes in them, but there not like Fixed node selections boxes that I can read.
There’s no [1], [2], [3], [4], [5], [6] access.
I don’t know about Leveled nodes yet, I haven’t encountered them.