local ipairs, unpack = ipairs, unpack local math_min, math_max, math_floor, math_rad = math.min, math.max, math.floor, math.rad local minetest, vector = minetest, vector -- Axis lookup table based on how Minetest's `facedir` operates. local AXIS_LOOKUP = { vector.new( 0, 1, 0), -- +Y vector.new( 0, 0, 1), -- +Z vector.new( 0, 0, -1), -- -Z vector.new( 1, 0, 0), -- +X vector.new(-1, 0, 0), -- -X vector.new( 0, -1, 0), -- -Y } -- Lookup table to find out how to rotate for each `facedir` axis. local AXIS_ROTATION = { nil, -- No rotation. { vector.new(1, 0, 0), 90 }, { vector.new(1, 0, 0), -90 }, { vector.new(0, 0, 1), -90 }, { vector.new(0, 0, 1), 90 }, { vector.new(0, 0, 1), 180 }, } -- Takes an axis vector and returns its index in the `AXIS_LOOKUP` table. -- Returns `nil` for any vector that is not a valid axis vector. local function axis_vector_to_index(vec) if vec.y == 1 then if vec.x == 0 and vec.z == 0 then return 1 end elseif vec.z == 1 then if vec.x == 0 and vec.y == 0 then return 2 end elseif vec.z == -1 then if vec.x == 0 and vec.y == 0 then return 3 end elseif vec.x == 1 then if vec.y == 0 and vec.z == 0 then return 4 end elseif vec.x == -1 then if vec.y == 0 and vec.z == 0 then return 5 end elseif vec.y == -1 then if vec.x == 0 and vec.z == 0 then return 6 end else return nil end end local FACEDIR_LOOKUP = {} for up_index, up in ipairs(AXIS_LOOKUP) do FACEDIR_LOOKUP[up_index] = {} for rot = 0, 3 do local facedir = (up_index - 1) * 4 + rot local back = minetest.facedir_to_dir(facedir) local back_index = axis_vector_to_index(back) FACEDIR_LOOKUP[up_index][back_index] = facedir end end -- Returns the `up` and `back` vectors that make up the specified `facedir`. local function vectors_from_facedir(facedir) local up = AXIS_LOOKUP[1 + math_floor(facedir / 4)] local back = minetest.facedir_to_dir(facedir) return up, back end -- Returns a `facedir` constructed from the specified `up` and `back` vectors. local function facedir_from_vectors(up, back) local up_index = axis_vector_to_index(up) local back_index = axis_vector_to_index(back) return FACEDIR_LOOKUP[up_index][back_index] end local rotate = {} -- Rotates (or "spins") the specified `node` to face `facedir`, -- emulating the behavior of NodeCore's spin functionality. function rotate.rotate_node(pos, node, facedir) local def = minetest.registered_nodes[node.name] if (not def) or def.paramtype2 ~= "facedir" then error("Node's paramtype2 must be 'facedir'") end minetest.swap_node(pos, nodecore.underride({ param2 = facedir }, node)) nodecore.node_sound(pos, "place") if def.on_spin then def.on_spin(pos, node) end end -- Returns the specified `facedir` rotated around `vec` by `degrees` counter-clickwise. function rotate.rotate_facedir(facedir, vec, degrees) -- NOTE: Removed the axis requirement so we can use this to rotate around corners. -- However, since we `round` the result vectors this might ignore errors. -- if degrees % 90 ~= 0 then error("degrees must be divisible by 90") end -- if axis_vector_to_index(vec) == nil then error("axis is not an axis vector") end local up, back = vectors_from_facedir(facedir) up = up :rotate_around_axis(vec, math_rad(degrees)):round() back = back:rotate_around_axis(vec, math_rad(degrees)):round() return facedir_from_vectors(up, back) end -- Rotates the specified default orientation `{ min, max }` box to -- one matching Minetest's rotation algorithm pointing to `facedir`. function rotate.rotate_box_by_facedir(box, facedir) if facedir == 0 then return end local axis_index = math_floor(facedir / 4) if axis_index ~= 0 then local axis, degrees = unpack(AXIS_ROTATION[1 + axis_index]) box.min = box.min:rotate_around_axis(axis, math_rad(degrees)) box.max = box.max:rotate_around_axis(axis, math_rad(degrees)) end local axis_rot = facedir % 4 if axis_rot ~= 0 then local axis = AXIS_LOOKUP[1 + axis_index] local degrees = axis_rot * 90 box.min = box.min:rotate_around_axis(axis, math_rad(degrees)) box.max = box.max:rotate_around_axis(axis, math_rad(degrees)) end -- Recalculate the proper minimum and maximum bounds, since we just rotated these vectors. box.min.x, box.max.x = math_min(box.min.x, box.max.x), math_max(box.min.x, box.max.x) box.min.y, box.max.y = math_min(box.min.y, box.max.y), math_max(box.min.y, box.max.y) box.min.z, box.max.z = math_min(box.min.z, box.max.z), math_max(box.min.z, box.max.z) end return rotate