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Allow rotating entity selectionboxes (#12379)

Lars Müller 1 year ago
parent
commit
077627181e

+ 29 - 5
doc/lua_api.txt

@@ -1609,6 +1609,8 @@ Exact pointing location (currently only `Raycast` supports these fields):
 * `pointed_thing.intersection_normal`: Unit vector, points outwards of the
   selected selection box. This specifies which face is pointed at.
   Is a null vector `vector.zero()` when the pointer is inside the selection box.
+  For entities with rotated selection boxes, this will be rotated properly
+  by the entity's rotation - it will always be in absolute world space.
 
 
 
@@ -7075,6 +7077,8 @@ child will follow movement and rotation of that bone.
 * `set_rotation(rot)`
     * `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
       and Z is roll (bank).
+    * Does not reset rotation incurred through `automatic_rotate`.
+      Remove & readd your objects to force a certain rotation.
 * `get_rotation()`: returns the rotation, a vector (radians)
 * `set_yaw(yaw)`: sets the yaw in radians (heading).
 * `get_yaw()`: returns number in radians
@@ -7554,6 +7558,22 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
 * `liquids`: if false, liquid nodes (`liquidtype ~= "none"`) won't be
              returned. Default is false.
 
+### Limitations
+
+Raycasts don't always work properly for attached objects as the server has no knowledge of models & bones.
+
+**Rotated selectionboxes paired with `automatic_rotate` are not reliable** either since the server
+can't reliably know the total rotation of the objects on different clients (which may differ on a per-client basis).
+The server calculates the total rotation incurred through `automatic_rotate` as a "best guess"
+assuming the object was active & rotating on the client all the time since its creation.
+This may be significantly out of sync with what clients see.
+Additionally, network latency and delayed property sending may create a mismatch of client- & server rotations.
+
+In singleplayer mode, raycasts on objects with rotated selectionboxes & automatic rotate will usually only be slightly off;
+toggling automatic rotation may however cause errors to add up.
+
+In multiplayer mode, the error may be arbitrarily large.
+
 ### Methods
 
 * `next()`: returns a `pointed_thing` with exact pointing location
@@ -7670,11 +7690,15 @@ Player properties need to be saved manually.
         collide_with_objects = true,
         -- Collide with other objects if physical = true
 
-        collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
-        selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
-        -- Selection box uses collision box dimensions when not set.
-        -- For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
-        -- object position.
+        collisionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 },  -- default
+        selectionbox = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5, rotate = false },
+		-- { xmin, ymin, zmin, xmax, ymax, zmax } in nodes from object position.
+        -- Collision boxes cannot rotate, setting `rotate = true` on it has no effect.
+        -- If not set, the selection box copies the collision box, and will also not rotate.
+        -- If `rotate = false`, the selection box will not rotate with the object itself, remaining fixed to the axes.
+        -- If `rotate = true`, it will match the object's rotation and any attachment rotations.
+        -- Raycasts use the selection box and object's rotation, but do *not* obey attachment rotations.
+        
 
         pointable = true,
         -- Whether the object can be pointed at

+ 1 - 0
games/devtest/mods/testentities/init.lua

@@ -1,2 +1,3 @@
 dofile(minetest.get_modpath("testentities").."/visuals.lua")
+dofile(minetest.get_modpath("testentities").."/selectionbox.lua")
 dofile(minetest.get_modpath("testentities").."/armor.lua")

+ 96 - 0
games/devtest/mods/testentities/selectionbox.lua

@@ -0,0 +1,96 @@
+local function color(hex)
+	return ("blank.png^[noalpha^[colorize:#%06X:255"):format(hex)
+end
+
+local function random_color()
+	return color(math.random(0, 0xFFFFFF))
+end
+
+local function random_rotation()
+	return 2 * math.pi * vector.new(math.random(), math.random(), math.random())
+end
+
+local active_selectionbox_entities = 0 -- count active entities
+
+minetest.register_entity("testentities:selectionbox", {
+	initial_properties = {
+		visual = "cube",
+		infotext = "Punch to randomize rotation, rightclick to toggle rotation"
+	},
+	on_activate = function(self)
+		active_selectionbox_entities = active_selectionbox_entities + 1
+
+		local w, h, l = math.random(), math.random(), math.random()
+		self.object:set_properties({
+			textures = {random_color(), random_color(), random_color(), random_color(), random_color(), random_color()},
+			selectionbox = {rotate = true, -w/2, -h/2, -l/2, w/2, h/2, l/2},
+			visual_size = vector.new(w, h, l),
+			automatic_rotate = 2 * math.pi * (math.random() - 0.5)
+		})
+		assert(self.object:get_properties().selectionbox.rotate)
+		self.object:set_armor_groups({punch_operable = 1})
+		self.object:set_rotation(random_rotation())
+	end,
+	on_deactivate = function()
+		active_selectionbox_entities = active_selectionbox_entities - 1
+	end,
+	on_punch = function(self)
+		self.object:set_rotation(random_rotation())
+	end,
+	on_rightclick = function(self)
+		self.object:set_properties({
+			automatic_rotate = self.object:get_properties().automatic_rotate == 0 and 2 * math.pi * (math.random() - 0.5) or 0
+		})
+	end
+})
+
+local hud_ids = {}
+minetest.register_globalstep(function()
+	if active_selectionbox_entities == 0 then
+		return
+	end
+
+	for _, player in pairs(minetest.get_connected_players()) do
+		local offset = player:get_eye_offset()
+		offset.y = offset.y + player:get_properties().eye_height
+		local pos1 = vector.add(player:get_pos(), offset)
+		local raycast = minetest.raycast(pos1, vector.add(pos1, vector.multiply(player:get_look_dir(), 10)), true, false)
+		local pointed_thing = raycast()
+		if pointed_thing.ref == player then
+			pointed_thing = raycast()
+		end
+		local remove_hud_element = true
+		local pname = player:get_player_name()
+		local hud_id = hud_ids[pname]
+		if pointed_thing and pointed_thing.type == "object" then
+			local ent = pointed_thing.ref:get_luaentity()
+			if ent and ent.name == "testentities:selectionbox" then
+				hud_ids[pname] = hud_id or player:hud_add({
+					hud_elem_type = "text",  -- See HUD element types
+					position = {x=0.5, y=0.5},
+			        text = "X",
+					number = 0xFF0000,
+					alignment = {x=0, y=0},
+				})
+				local shade = math.random(0, 0xFF)
+				minetest.add_particle({
+					-- Random shade of red for the intersection point
+					texture = color(0x10000 * shade),
+					pos = pointed_thing.intersection_point,
+					size = 0.1
+				})
+				minetest.add_particle({
+					-- Same shade of green for the corresponding intersection normal
+					texture = color(0x100 * shade),
+					pos = vector.add(pointed_thing.intersection_point, pointed_thing.intersection_normal * 0.1),
+					size = 0.1
+				})
+				remove_hud_element = false
+			end
+		end
+		if remove_hud_element and hud_id then
+			player:hud_remove(hud_id)
+			hud_ids[pname] = nil
+		end
+	end
+end)

+ 17 - 8
src/client/clientenvironment.cpp

@@ -505,15 +505,24 @@ void ClientEnvironment::getSelectedActiveObjects(
 		if (!obj->getSelectionBox(&selection_box))
 			continue;
 
-		const v3f &pos = obj->getPosition();
-		aabb3f offsetted_box(selection_box.MinEdge + pos,
-			selection_box.MaxEdge + pos);
-
 		v3f current_intersection;
-		v3s16 current_normal;
-		if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
-				&current_intersection, &current_normal)) {
-			objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
+		v3f current_normal, current_raw_normal;
+		const v3f rel_pos = shootline_on_map.start - obj->getPosition();
+		bool collision;
+		GenericCAO* gcao = dynamic_cast<GenericCAO*>(obj);
+		if (gcao != nullptr && gcao->getProperties().rotate_selectionbox) {
+			gcao->getSceneNode()->updateAbsolutePosition();
+			const v3f deg = obj->getSceneNode()->getAbsoluteTransformation().getRotationDegrees();
+			collision = boxLineCollision(selection_box, deg,
+				rel_pos, line_vector, &current_intersection, &current_normal, &current_raw_normal);
+		} else {
+			collision = boxLineCollision(selection_box, rel_pos, line_vector,
+				&current_intersection, &current_normal);
+			current_raw_normal = current_normal;
+		}
+		if (collision) {
+			current_intersection += obj->getPosition();
+			objects.emplace_back(obj->getId(), current_intersection, current_normal, current_raw_normal,
 				(current_intersection - shootline_on_map.start).getLengthSQ());
 		}
 	}

+ 9 - 5
src/client/game.cpp

@@ -3297,7 +3297,7 @@ PointedThing Game::updatePointedThing(
 {
 	std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
 	selectionboxes->clear();
-	hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
+	hud->setSelectedFaceNormal(v3f());
 	static thread_local const bool show_entity_selectionbox = g_settings->getBool(
 		"show_entity_selectionbox");
 
@@ -3321,7 +3321,13 @@ PointedThing Game::updatePointedThing(
 			v3f pos = runData.selected_object->getPosition();
 			selectionboxes->push_back(aabb3f(selection_box));
 			hud->setSelectionPos(pos, camera_offset);
+			GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
+			if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
+				hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
+			else
+				hud->setSelectionRotation(v3f());
 		}
+		hud->setSelectedFaceNormal(result.raw_intersection_normal);
 	} else if (result.type == POINTEDTHING_NODE) {
 		// Update selection boxes
 		MapNode n = map.getNode(result.node_undersurface);
@@ -3339,10 +3345,8 @@ PointedThing Game::updatePointedThing(
 		}
 		hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
 			camera_offset);
-		hud->setSelectedFaceNormal(v3f(
-			result.intersection_normal.X,
-			result.intersection_normal.Y,
-			result.intersection_normal.Z));
+		hud->setSelectionRotation(v3f());
+		hud->setSelectedFaceNormal(result.intersection_normal);
 	}
 
 	// Update selection mesh light level and vertex colors

+ 16 - 15
src/client/hud.cpp

@@ -826,28 +826,31 @@ void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
 
 void Hud::drawSelectionMesh()
 {
+	if (m_mode == HIGHLIGHT_NONE || (m_mode == HIGHLIGHT_HALO && !m_selection_mesh))
+		return;
+	const video::SMaterial oldmaterial = driver->getMaterial2D();
+	driver->setMaterial(m_selection_material);
+	const core::matrix4 oldtransform = driver->getTransform(video::ETS_WORLD);
+
+	core::matrix4 translate;
+	translate.setTranslation(m_selection_pos_with_offset);
+	core::matrix4 rotation;
+	rotation.setRotationDegrees(m_selection_rotation);
+	driver->setTransform(video::ETS_WORLD, translate * rotation);
+
 	if (m_mode == HIGHLIGHT_BOX) {
 		// Draw 3D selection boxes
-		video::SMaterial oldmaterial = driver->getMaterial2D();
-		driver->setMaterial(m_selection_material);
 		for (auto & selection_box : m_selection_boxes) {
-			aabb3f box = aabb3f(
-				selection_box.MinEdge + m_selection_pos_with_offset,
-				selection_box.MaxEdge + m_selection_pos_with_offset);
-
 			u32 r = (selectionbox_argb.getRed() *
 					m_selection_mesh_color.getRed() / 255);
 			u32 g = (selectionbox_argb.getGreen() *
 					m_selection_mesh_color.getGreen() / 255);
 			u32 b = (selectionbox_argb.getBlue() *
 					m_selection_mesh_color.getBlue() / 255);
-			driver->draw3DBox(box, video::SColor(255, r, g, b));
+			driver->draw3DBox(selection_box, video::SColor(255, r, g, b));
 		}
-		driver->setMaterial(oldmaterial);
 	} else if (m_mode == HIGHLIGHT_HALO && m_selection_mesh) {
 		// Draw selection mesh
-		video::SMaterial oldmaterial = driver->getMaterial2D();
-		driver->setMaterial(m_selection_material);
 		setMeshColor(m_selection_mesh, m_selection_mesh_color);
 		video::SColor face_color(0,
 			MYMIN(255, m_selection_mesh_color.getRed() * 1.5),
@@ -855,16 +858,14 @@ void Hud::drawSelectionMesh()
 			MYMIN(255, m_selection_mesh_color.getBlue() * 1.5));
 		setMeshColorByNormal(m_selection_mesh, m_selected_face_normal,
 			face_color);
-		scene::IMesh* mesh = cloneMesh(m_selection_mesh);
-		translateMesh(mesh, m_selection_pos_with_offset);
 		u32 mc = m_selection_mesh->getMeshBufferCount();
 		for (u32 i = 0; i < mc; i++) {
-			scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+			scene::IMeshBuffer *buf = m_selection_mesh->getMeshBuffer(i);
 			driver->drawMeshBuffer(buf);
 		}
-		mesh->drop();
-		driver->setMaterial(oldmaterial);
 	}
+	driver->setMaterial(oldmaterial);
+	driver->setTransform(video::ETS_WORLD, oldtransform);
 }
 
 enum Hud::BlockBoundsMode Hud::toggleBlockBounds()

+ 5 - 0
src/client/hud.h

@@ -75,6 +75,10 @@ public:
 
 	v3f getSelectionPos() const { return m_selection_pos; }
 
+	void setSelectionRotation(v3f rotation) { m_selection_rotation = rotation; }
+
+	v3f getSelectionRotation() const { return m_selection_rotation; }
+
 	void setSelectionMeshColor(const video::SColor &color)
 	{
 		m_selection_mesh_color = color;
@@ -126,6 +130,7 @@ private:
 	std::vector<aabb3f> m_halo_boxes;
 	v3f m_selection_pos;
 	v3f m_selection_pos_with_offset;
+	v3f m_selection_rotation;
 
 	scene::IMesh *m_selection_mesh = nullptr;
 	video::SColor m_selection_mesh_color;

+ 7 - 7
src/environment.cpp

@@ -202,21 +202,21 @@ void Environment::continueRaycast(RaycastState *state, PointedThing *result)
 			// ID of the current box (loop counter)
 			u16 id = 0;
 
+			// Do calculations relative to the node center
+			// to translate the ray rather than the boxes
 			v3f npf = intToFloat(np, BS);
-			// This loop translates the boxes to their in-world place.
+			v3f rel_start = state->m_shootline.start - npf;
 			for (aabb3f &box : boxes) {
-				box.MinEdge += npf;
-				box.MaxEdge += npf;
-
 				v3f intersection_point;
-				v3s16 intersection_normal;
-				if (!boxLineCollision(box, state->m_shootline.start,
+				v3f intersection_normal;
+				if (!boxLineCollision(box, rel_start,
 						state->m_shootline.getVector(), &intersection_point,
 						&intersection_normal)) {
 					++id;
 					continue;
 				}
 
+				intersection_point += npf; // translate back to world coords
 				f32 distanceSq = (intersection_point
 					- state->m_shootline.start).getLengthSQ();
 				// If this is the nearest collision, save it
@@ -259,7 +259,7 @@ void Environment::continueRaycast(RaycastState *state, PointedThing *result)
 			result.node_real_undersurface = floatToInt(
 				fake_intersection, BS);
 			result.node_abovesurface = result.node_real_undersurface
-				+ result.intersection_normal;
+				+ floatToInt(result.intersection_normal, 1.0f);
 			// Push found PointedThing
 			state->m_found.push(result);
 			// If this is nearer than the old nearest object,

+ 7 - 0
src/object_properties.cpp

@@ -72,6 +72,7 @@ std::string ObjectProperties::dump()
 		os << ", nametag_bgcolor=null ";
 
 	os << ", selectionbox=" << PP(selectionbox.MinEdge) << "," << PP(selectionbox.MaxEdge);
+	os << ", rotate_selectionbox=" << rotate_selectionbox;
 	os << ", pointable=" << pointable;
 	os << ", static_save=" << static_save;
 	os << ", eye_height=" << eye_height;
@@ -169,6 +170,7 @@ void ObjectProperties::serialize(std::ostream &os) const
 	else
 		writeARGB8(os, nametag_bgcolor.value());
 
+	writeU8(os, rotate_selectionbox);
 	// Add stuff only at the bottom.
 	// Never remove anything, because we don't want new versions of this
 }
@@ -236,5 +238,10 @@ void ObjectProperties::deSerialize(std::istream &is)
 			nametag_bgcolor = bgcolor;
 		else
 			nametag_bgcolor = nullopt;
+
+		tmp = readU8(is);
+		if (is.eof())
+			return;
+		rotate_selectionbox = tmp;
 	} catch (SerializationError &e) {}
 }

+ 1 - 0
src/object_properties.h

@@ -35,6 +35,7 @@ struct ObjectProperties
 	// Values are BS=1
 	aabb3f collisionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
 	aabb3f selectionbox = aabb3f(-0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f);
+	bool rotate_selectionbox = false;
 	bool pointable = true;
 	std::string visual = "sprite";
 	std::string mesh = "";

+ 22 - 1
src/raycast.cpp

@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "raycast.h"
 #include "irr_v3d.h"
 #include "irr_aabb3d.h"
+#include <quaternion.h>
 #include "constants.h"
 
 bool RaycastSort::operator() (const PointedThing &pt1,
@@ -68,7 +69,7 @@ RaycastState::RaycastState(const core::line3d<f32> &shootline,
 
 
 bool boxLineCollision(const aabb3f &box, const v3f &start,
-	const v3f &dir, v3f *collision_point, v3s16 *collision_normal)
+	const v3f &dir, v3f *collision_point, v3f *collision_normal)
 {
 	if (box.isPointInside(start)) {
 		*collision_point = start;
@@ -135,3 +136,23 @@ bool boxLineCollision(const aabb3f &box, const v3f &start,
 	}
 	return false;
 }
+
+bool boxLineCollision(const aabb3f &box, const v3f &rotation,
+	const v3f &start, const v3f &dir,
+	v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal)
+{
+	// Inversely transform the ray rather than rotating the box faces;
+	// this allows us to continue using a simple ray - AABB intersection
+	core::quaternion rot(rotation * core::DEGTORAD);
+	rot.makeInverse();
+
+	bool collision = boxLineCollision(box, rot * start, rot * dir, collision_point, collision_normal);
+	if (!collision) return collision;
+
+	// Transform the results back
+	rot.makeInverse();
+	*collision_point = rot * *collision_point;
+	*raw_collision_normal = *collision_normal;
+	*collision_normal = rot * *collision_normal;
+	return collision;
+}

+ 5 - 1
src/raycast.h

@@ -74,4 +74,8 @@ public:
  * @returns true if a collision point was found
  */
 bool boxLineCollision(const aabb3f &box, const v3f &start, const v3f &dir,
-	v3f *collision_point, v3s16 *collision_normal);
+	v3f *collision_point, v3f *collision_normal);
+
+bool boxLineCollision(const aabb3f &box, const v3f &box_rotation,
+	const v3f &start, const v3f &dir,
+	v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal);

+ 7 - 3
src/script/common/c_content.cpp

@@ -236,10 +236,12 @@ void read_object_properties(lua_State *L, int index,
 	lua_pop(L, 1);
 
 	lua_getfield(L, -1, "selectionbox");
-	if (lua_istable(L, -1))
+	if (lua_istable(L, -1)) {
+		getboolfield(L, -1, "rotate", prop->rotate_selectionbox);
 		prop->selectionbox = read_aabb3f(L, -1, 1.0);
-	else if (collisionbox_defined)
+	} else if (collisionbox_defined) {
 		prop->selectionbox = prop->collisionbox;
+	}
 	lua_pop(L, 1);
 
 	getboolfield(L, -1, "pointable", prop->pointable);
@@ -377,6 +379,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
 	push_aabb3f(L, prop->collisionbox);
 	lua_setfield(L, -2, "collisionbox");
 	push_aabb3f(L, prop->selectionbox);
+	lua_pushboolean(L, prop->rotate_selectionbox);
+	lua_setfield(L, -2, "rotate");
 	lua_setfield(L, -2, "selectionbox");
 	lua_pushboolean(L, prop->pointable);
 	lua_setfield(L, -2, "pointable");
@@ -1880,7 +1884,7 @@ void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm,
 	if (hitpoint && (pointed.type != POINTEDTHING_NOTHING)) {
 		push_v3f(L, pointed.intersection_point / BS); // convert to node coords
 		lua_setfield(L, -2, "intersection_point");
-		push_v3s16(L, pointed.intersection_normal);
+		push_v3f(L, pointed.intersection_normal);
 		lua_setfield(L, -2, "intersection_normal");
 		lua_pushinteger(L, pointed.box_id + 1); // change to Lua array index
 		lua_setfield(L, -2, "box_id");

+ 5 - 0
src/server/luaentity_sao.cpp

@@ -197,6 +197,11 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
 		}
 	}
 
+	if (fabs(m_prop.automatic_rotate) > 0.001f) {
+		m_rotation_add_yaw = modulo360f(m_rotation_add_yaw + dtime * core::RADTODEG *
+				m_prop.automatic_rotate);
+	}
+
 	if(m_registered) {
 		m_env->getScriptIface()->luaentity_Step(m_id, dtime, moveresult_p);
 	}

+ 14 - 0
src/server/unit_sao.h

@@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "object_properties.h"
 #include "serveractiveobject.h"
+#include <quaternion.h>
+#include "util/numeric.h"
 
 class UnitSAO : public ServerActiveObject
 {
@@ -36,6 +38,17 @@ public:
 	// Rotation
 	void setRotation(v3f rotation) { m_rotation = rotation; }
 	const v3f &getRotation() const { return m_rotation; }
+	const v3f getTotalRotation() const {
+		// This replicates what happens clientside serverside
+		core::matrix4 rot;
+		setPitchYawRoll(rot, -m_rotation);
+		v3f res;
+		// First rotate by m_rotation, then rotate by the automatic rotate yaw
+		(core::quaternion(v3f(0, -m_rotation_add_yaw * core::DEGTORAD, 0))
+				* core::quaternion(rot.getRotationDegrees() * core::DEGTORAD))
+				.toEuler(res);
+		return res * core::RADTODEG;
+	}
 	v3f getRadRotation() { return m_rotation * core::DEGTORAD; }
 
 	// Deprecated
@@ -95,6 +108,7 @@ protected:
 	u16 m_hp = 1;
 
 	v3f m_rotation;
+	f32 m_rotation_add_yaw = 0;
 
 	ItemGroupList m_armor_groups;
 

+ 18 - 7
src/serverenvironment.cpp

@@ -1771,16 +1771,27 @@ void ServerEnvironment::getSelectedActiveObjects(
 			continue;
 
 		v3f pos = obj->getBasePosition();
-
-		aabb3f offsetted_box(selection_box.MinEdge + pos,
-			selection_box.MaxEdge + pos);
+		v3f rel_pos = shootline_on_map.start - pos;
 
 		v3f current_intersection;
-		v3s16 current_normal;
-		if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
-				&current_intersection, &current_normal)) {
+		v3f current_normal;
+		v3f current_raw_normal;
+
+		ObjectProperties *props = obj->accessObjectProperties();
+		bool collision;
+		UnitSAO* usao = dynamic_cast<UnitSAO*>(obj);
+		if (props->rotate_selectionbox && usao != nullptr) {
+			collision = boxLineCollision(selection_box, usao->getTotalRotation(),
+				rel_pos, line_vector, &current_intersection, &current_normal, &current_raw_normal);
+		} else {
+			collision = boxLineCollision(selection_box, rel_pos, line_vector,
+				&current_intersection, &current_normal);
+			current_raw_normal = current_normal;
+		}
+		if (collision) {
+			current_intersection += pos;
 			objects.emplace_back(
-				(s16) obj->getId(), current_intersection, current_normal,
+				(s16) obj->getId(), current_intersection, current_normal, current_raw_normal,
 				(current_intersection - shootline_on_map.start).getLengthSQ());
 		}
 	}

+ 4 - 3
src/util/pointedthing.cpp

@@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <sstream>
 
 PointedThing::PointedThing(const v3s16 &under, const v3s16 &above,
-	const v3s16 &real_under, const v3f &point, const v3s16 &normal,
+	const v3s16 &real_under, const v3f &point, const v3f &normal,
 	u16 box_id, f32 distSq):
 	type(POINTEDTHING_NODE),
 	node_undersurface(under),
@@ -36,12 +36,13 @@ PointedThing::PointedThing(const v3s16 &under, const v3s16 &above,
 	distanceSq(distSq)
 {}
 
-PointedThing::PointedThing(u16 id, const v3f &point, const v3s16 &normal,
-	f32 distSq) :
+PointedThing::PointedThing(u16 id, const v3f &point,
+  const v3f &normal, const v3f &raw_normal, f32 distSq) :
 	type(POINTEDTHING_OBJECT),
 	object_id(id),
 	intersection_point(point),
 	intersection_normal(normal),
+	raw_intersection_normal(raw_normal),
 	distanceSq(distSq)
 {}
 

+ 8 - 3
src/util/pointedthing.h

@@ -74,7 +74,12 @@ struct PointedThing
 	 * This is perpendicular to the face the ray hits,
 	 * points outside of the box and it's length is 1.
 	 */
-	v3s16 intersection_normal;
+	v3f intersection_normal;
+	/*!
+	 * Only valid if type is POINTEDTHING_OBJECT.
+	 * Raw normal vector of the intersection before applying rotation.
+	 */
+	v3f raw_intersection_normal;
 	/*!
 	 * Only valid if type isn't POINTEDTHING_NONE.
 	 * Indicates which selection box is selected, if there are more of them.
@@ -90,10 +95,10 @@ struct PointedThing
 	PointedThing() = default;
 	//! Constructor for POINTEDTHING_NODE
 	PointedThing(const v3s16 &under, const v3s16 &above,
-		const v3s16 &real_under, const v3f &point, const v3s16 &normal,
+		const v3s16 &real_under, const v3f &point, const v3f &normal,
 		u16 box_id, f32 distSq);
 	//! Constructor for POINTEDTHING_OBJECT
-	PointedThing(u16 id, const v3f &point, const v3s16 &normal, f32 distSq);
+	PointedThing(u16 id, const v3f &point, const v3f &normal, const v3f &raw_normal, f32 distSq);
 	std::string dump() const;
 	void serialize(std::ostream &os) const;
 	void deSerialize(std::istream &is);