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 local rotate = {} -- 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 whether the specified `node` is rotatable by this mod. local function is_rotatable(node) local name = node and node.name local def = minetest.registered_nodes[name] return def and def.paramtype2 == "facedir" end rotate.is_rotatable = is_rotatable local function 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 rotate.rotate_box_by_facedir = rotate_box_by_facedir -- Rotates `node` at the specified `pos` around `axis` by `degrees` counter-clockwise. local function rotate_node(pos, node, axis, degrees) if degrees % 90 ~= 0 then error("degrees must be divisible by 90") end if axis_vector_to_index(axis) == nil then error("axis must be an axis vector") end if not is_rotatable(node) then error("node is not rotatable") end local up = AXIS_LOOKUP[1 + math_floor(node.param2 / 4)] local back = minetest.facedir_to_dir(node.param2) up = up :rotate_around_axis(axis, math_rad(degrees)):round() back = back:rotate_around_axis(axis, math_rad(degrees)):round() local up_index = axis_vector_to_index(up) local back_index = axis_vector_to_index(back) node.param2 = FACEDIR_LOOKUP[up_index][back_index] minetest.set_node(pos, node) end rotate.rotate_node = rotate_node return rotate