improve drop visuals
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@@ -16,14 +16,17 @@ do -- setup visuals
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local icon = item.icon(dropitem.id)
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if icon:find("^block%-previews%:") then
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local bid = block.index(icon:sub(16))
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local model = block.get_model(bid)
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model = block.get_model(bid)
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if model == "X" then
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entity:set_rig("drop-item")
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body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
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rig:set_texture("$0", icon)
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else
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if model == "aabb" then
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scale = block.get_hitbox(bid, 0)[2]
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local rot = block.get_rotation_profile(bid) == "pipe" and 4 or 0
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scale = block.get_hitbox(bid, rot)[2]
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body:set_size(vec3.mul(body:get_size(), {1.0, 0.7, 1.0}))
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vec3.mul(scale, 1.5, scale)
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end
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local textures = block.get_textures(bid)
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for i,t in ipairs(textures) do
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@@ -41,7 +44,11 @@ do -- setup visuals
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end
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function on_grounded(force)
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local matrix = mat4.rotate({0, 1, 0}, math.random()*360)
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local matrix = mat4.idt()
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mat4.rotate(matrix, {0, 1, 0}, math.random()*360, matrix)
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if model == "aabb" then
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mat4.rotate(matrix, {1, 0, 0}, 90, matrix)
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end
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mat4.scale(matrix, scale, matrix)
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rig:set_matrix(0, matrix)
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inair = false
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@@ -66,7 +73,7 @@ function on_update()
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mat4.rotate(rotation, {0, 1, 0}, 240*dt, rotation)
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mat4.rotate(rotation, {0, 0, 1}, 240*dt, rotation)
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local matrix = mat4.idt()
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mat4.mul(matrix, rotation, matrix)
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mat4.scale(matrix, scale, matrix)
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